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I think the point is that PoP blends a LOT of textures together on what appear to be single seamless meshes.
My problem is, that I don't know exactly why this is, or seems to be, true.
Well sure, there's more than one mesh in that screenshot. The point of that screenshot was specifically how the grass blends over the grating and wood surface beneath it. The transition from solid dirt-and-grass ground to a translucent grass overlay on the next mesh is seamless and quite nice. Pappenheimer's asking how this might be achieved in GS without z-fighting or alignment issues ("floating" above what's beneath it) while maintaining good performance (the whole game world is littered with such nice effects).


Formerly known as JulzMighty.
I made KarBOOM!