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Multitexture-terrain shader problem #456677
12/03/15 20:45
12/03/15 20:45
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
Hi there.
i`ve a probelm with the Multitexture-"shader" mtl_terraintex.
I created different Textures for the terrain using the alpha channel for the differnet textures like in the Tutorial from: Freiknechts book

But I got this blue edges between the textures.



here are the scripts and how the .tga files look like:



If you have any idea to solve this problem please let me know.
If there is an better way than using standard shaders please let me know too.

thanks in advance smile


Sebbi


3D-Gamestudio A8 - Commercial
Re: Multitexture-terrain shader problem [Re: sebbi91] #456679
12/03/15 21:18
12/03/15 21:18
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
just spitting in the wind here .(i don't know jack about these things)

I guess the brush you used , have softened/smoothly-blended edges so the parts on the edges are blending through to transparency and the shader cannot pick it up as part of the filtering because the alpha or colour values at those edges aren't "pure" , second possibility could be that antializing is causing the smooth blend at the edges , last possibility could be a bilinear filtering artifact (highly doubt it though) .

and i believe it needs to be 24 bit format.


Compulsive compiler
Re: Multitexture-terrain shader problem [Re: Wjbender] #456682
12/03/15 21:40
12/03/15 21:40
Joined: Jun 2008
Posts: 402
Germany
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sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
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Joined: Jun 2008
Posts: 402
Germany
It's 24 Bit and there is no Antialiazing i guess.
I think so just because there Hard edges.

But thank you anyway for your reply.

Last edited by sebbi91; 12/03/15 21:43.

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