diff --git a/components/esmterrain/storage.cpp b/components/esmterrain/storage.cpp index dc144d119..dadc64f57 100644 --- a/components/esmterrain/storage.cpp +++ b/components/esmterrain/storage.cpp @@ -430,13 +430,16 @@ namespace ESMTerrain // Second iteration - create and fill in the blend maps const int blendmapSize = (realTextureSize-1) * chunkSize + 1; + // We need to upscale the blendmap 2x with nearest neighbor sampling to look like Vanilla + const int imageScaleFactor = 2; + const int blendmapImageSize = blendmapSize * imageScaleFactor; for (int i=0; i image (new osg::Image); - image->allocateImage(blendmapSize, blendmapSize, 1, format, GL_UNSIGNED_BYTE); + image->allocateImage(blendmapImageSize, blendmapImageSize, 1, format, GL_UNSIGNED_BYTE); unsigned char* pData = image->data(); for (int y=0; y(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1); int channel = pack ? std::max(0, (layerIndex-1) % 4) : 0; - if (blendIndex == i) - pData[(blendmapSize - y - 1)*blendmapSize*channels + x*channels + channel] = 255; - else - pData[(blendmapSize - y - 1)*blendmapSize*channels + x*channels + channel] = 0; + int alpha = (blendIndex == i) ? 255 : 0; + + int realY = (blendmapSize - y - 1)*imageScaleFactor; + int realX = x*imageScaleFactor; + + pData[((realY+0)*blendmapImageSize + realX + 0)*channels + channel] = alpha; + pData[((realY+1)*blendmapImageSize + realX + 0)*channels + channel] = alpha; + pData[((realY+0)*blendmapImageSize + realX + 1)*channels + channel] = alpha; + pData[((realY+1)*blendmapImageSize + realX + 1)*channels + channel] = alpha; } } - blendmaps.push_back(image); } } diff --git a/components/terrain/material.cpp b/components/terrain/material.cpp index 640f2932b..56ace0e5a 100644 --- a/components/terrain/material.cpp +++ b/components/terrain/material.cpp @@ -25,6 +25,9 @@ namespace Terrain matrix.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f)); matrix.preMultScale(osg::Vec3f(scale, scale, 1.f)); matrix.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f)); + // We need to nudge the blendmap to look like vanilla. + // This causes visible seams unless the blendmap's resolution is doubled, but Vanilla also doubles the blendmap, apparently. + matrix.preMultTranslate(osg::Vec3f(1.0f/blendmapScale/4.0f, 1.0f/blendmapScale/4.0f, 0.f)); texMat = new osg::TexMat(matrix);