Bilinear interpolation to smooth the splat map

Now it doesn’t look griddy at all. This is only interpolating the colors with their alpha. I don’t have it yet working with the textures, but that should be easy now.
It was arduous getting this to work smoothly. So many ways to go wrong.

1 Like

Dinky doodle took a trip to candyland… (desaturated contour striping).

1 Like

Now the textures cells are bilinear interpolated too. (each splat cell has a color and a texture). Now I have to solve the seams at the tile boundaries, and at the world x=0 or y=0 axis where my function to get 0..1 coords within a cell seems to ‘mirror’. There are still random colors mixed in, but much more subdued since I am not making candyland.


1 Like

A very long time ago I posted a question about having tiles with different terrain parameters next to each other. I was unable to smooth them to look good, the corner area was always messed up against the other tiles. It is the same issue I solved to smooth the colors/textures. So now I can solve that and have a world that has different looking regions. I plan to share all this effort, perhaps somebody is needing fast, light terrain for their application? It should be almost a drop in replacement for tcastleterrain (though still needs castleterrain for the noise generation). Anybody want to be an early adopter?