One of the issues I've found while investigating #345 and #352 is that the surface normals are clearly wrong (at least for slopes). It's unclear whether this is a big problem; it might explain why diffuse colors aren't rendered correctly, but it may also be a red herring. In order to investigate the impact of this, a flat terrain map should be created, by simply setting all heights to zerot:
- If this fixes the inaccuracies observed in diffuse texture blending stage (simulated in the terrain shader), normals are the issue
- If this doesn't fix the colors being "too dark" in
pay_dun00 then there may be yet another problem that needs investigating
- It should also (always) fix the shadows being projected to the walls of
pay_dun00 and the slopes in xmas_fild01
- Given that the rendition looks better for sloped terrain (IMHO), it's only worth "fixing" if it does cause the wrong diffuse colors
I'm fairly certain that they took some shortcuts here to generate less accurate normals faster, which explains the delta.
One of the issues I've found while investigating #345 and #352 is that the surface normals are clearly wrong (at least for slopes). It's unclear whether this is a big problem; it might explain why diffuse colors aren't rendered correctly, but it may also be a red herring. In order to investigate the impact of this, a flat terrain map should be created, by simply setting all heights to zerot:
pay_dun00then there may be yet another problem that needs investigatingpay_dun00and the slopes inxmas_fild01I'm fairly certain that they took some shortcuts here to generate less accurate normals faster, which explains the delta.