Blending-focused plan for Phase 3c: port WorldBuilder's per-cell palette-code + alpha-atlas terrain texture merge scheme so terrain type boundaries blend smoothly instead of stair-stepping. Scope deliberately excludes chunking (deferred to a possible Phase 3d when streaming actually matters) so the work stays focused on the visible win. Execution split into 4 small commits: 3c.1 palette math (pure CPU, unit tested against golden values) 3c.2 alpha atlas loading 3c.3 per-cell vertex layout refactor 3c.4 shader rewrite (the visual-win commit) Each step is runnable on its own so if 3c.4 looks wrong we know the earlier steps were fine. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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