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@ -433,7 +433,7 @@ namespace ESMTerrain
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// We need to upscale the blendmap 2x with nearest neighbor sampling to look like Vanilla
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const int imageScaleFactor = 2;
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const int blendmapImageSize = blendmapSize * imageScaleFactor;
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for (int i=0; i<numBlendmaps; ++i)
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{
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GLenum format = pack ? GL_RGBA : GL_ALPHA;
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@ -441,7 +441,7 @@ namespace ESMTerrain
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osg::ref_ptr<osg::Image> image (new osg::Image);
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image->allocateImage(blendmapImageSize, blendmapImageSize, 1, format, GL_UNSIGNED_BYTE);
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unsigned char* pData = image->data();
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for (int y=0; y<blendmapSize; ++y)
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{
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for (int x=0; x<blendmapSize; ++x)
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@ -451,12 +451,12 @@ namespace ESMTerrain
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int layerIndex = textureIndicesMap.find(id)->second;
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int blendIndex = (pack ? static_cast<int>(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1);
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int channel = pack ? std::max(0, (layerIndex-1) % 4) : 0;
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int alpha = (blendIndex == i) ? 255 : 0;
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int realY = (blendmapSize - y - 1)*imageScaleFactor;
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int realX = x*imageScaleFactor;
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pData[((realY+0)*blendmapImageSize + realX + 0)*channels + channel] = alpha;
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pData[((realY+1)*blendmapImageSize + realX + 0)*channels + channel] = alpha;
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pData[((realY+0)*blendmapImageSize + realX + 1)*channels + channel] = alpha;
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