Ground reads as square blocks inside a biome (blend the 4 variants like borders) #201
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marco/IsoMmo#201
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Reported from the client: inside a single biome the ground still reads as square blocks in places.
Diagnosis
Each biome ships 4 ground variants and
GroundTileSelectorpicks one per cell deterministically (hash of x,y, plus a horizontal flip). That kills the "one repeating tile" look, but each variant is still drawn as a full diamond: where two different variants meet, the seam is a hard diamond edge. Over a large uniform region those edges line up into visible rectangular patches.The border case was already solved for biome-to-biome transitions in #162 by the dual-grid corner masks. The same idea is not applied within a biome, between its own variants.
Proposal
Apply the dual-grid treatment one level down: treat the per-cell variant index as the thing being blended, so a cell draws its base variant and masks the neighbouring variants in at the corners, exactly as biomes do today. The masks already exist (
mask/dualgrid_00..15), so this is renderer work rather than new art.Watch out for:
Definition of Done (delta)
Related: #162 (dual-grid borders), #137 (biome art, 4 variants per biome).
Risolta da PR #202 (
dc0b132): il banding a diamanti quadrati dentro un bioma è stato eliminato applicando il blend dual-grid anche fra le 4 varianti di ground (non solo fra biomi). Chiudo — completata.