No reviewers
Labels
No labels
alpha:wave-0
alpha:wave-1
alpha:wave-2
alpha:wave-3
area:assets
area:combat
area:ecology
area:infra
area:render
area:scripting
area:ui
area:world
enhancement
epic
migration
post-alpha
roadmap
tech-debt
type:bug
type:chore
type:design
No milestone
No project
No assignees
2 participants
Notifications
Due date
No due date set.
Dependencies
No dependencies set
Reference
marco/IsoMmo!202
Loading…
Reference in a new issue
No description provided.
Delete branch "fix/biome-seams"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Fixes the two ground-rendering defects reported on the biome map: the coloured seam at biome borders (#200) and the square diamond banding inside a biome (#201).
#200 — biome-border seam
Two independent causes, both fixed:
scripts/genmasks.py:SOFT0.18 → 0.015, noise up). The mask overlap was also sized in mask pixels (2px on a 128px mask → ~0.7px at the 44px tile), so it didn't survive the downscale; it's now ~3px at tile resolution.LinearClampsampler; with the camera at sub-pixel offsets, bilinear sampling bled across each ground diamond's alpha edge, drawing a faint regular diagonal grid over the whole ground. Switched the ground/world pass toPointClamp— crisp texel edges, no bleed, and the right choice for this pixel art anyway.#201 — diamond banding inside a biome
Each cell drew its chosen variant as a hard-edged diamond, so adjacent different-variant cells showed a hard diamond seam and, over a region, a blocky patchwork. The dual grid already smooths biome borders; this applies the same mechanism to a biome's own variants.
DrawDualTileorders the four corners by a composite keybiomePriority * 16 + variant, so a variant boundary layers and curves exactly like a biome boundary. The per-cell horizontal flip was dropped: a cell must look identical whether it is a dual tile's base or another's masked overlay, or the two wouldn't blend.How it was tested
GroundTileSelector/DualGrid/LandVariantKeysunits unaffected (the selection contract is unchanged; only the renderer's consumption changed).Rebased onto main and rebuilt
assets.isoaviajust packso the pack carries BOTH the #184 biome props AND this branch's binary masks + tone-matched variants (the earlier binary conflict was the two packs diverging on different content). Verified: whole solution builds 0 warnings, all tests green, and screenshots from a fresh DB show clean curved biome borders (grass/dry/rock triple border) with no coloured seam and no in-biome diamond banding.Code correct: composite key drives DualGrid (comparisons only), base/overlay un-flipped so same-variant blends, per-variant bake bounded, PointClamp fixes bilinear bleed. Conflict was assets.isoa (binary) — resolved by canonical repack. CI green, screenshots verified.