Comments (4)
i tried fixing it in the shader code by not doing:
var max_overhang = map.inner_padding / 2.0;
but that didn't really work. i dont understand enough about the shader to fix it
from bevy-fast-tilemap.
Nice tiles :)
The root cause is that the shader code looks only in directly neighbouring tiles for overhang, i.e. it assumes that the overhang is not bigger than one tile (straight or diagonal). We could change that, but then the shader would need to check a lot of neighbouring tiles on whether they contribute to the current one due to overhangs.
You could consider a second map layer that represents another height level (i.e. cut the tree into a lower and upper part); but depending on what you're building that may introduce some unwanted complexity to your code.
Maybe there is a solution that is both performant and easy to use, let me think about it a bit ...
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haha thank you :D
and thanks so much for the well thought out response, that makes perfect sense!
i think the best approach for us would be
You could consider a second map layer that represents another height level (i.e. cut the tree into a lower and upper part); but depending on what you're building that may introduce some unwanted complexity to your code.
so im gonna go with that that.
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Related Issues (20)
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