Here's a screenshot of what's happening:
You have any idea what's causing it and if it's related to the PBR code? Maybe I forgot a needed script change...
Edit: I only need to add the PBR branch, right? What are the PBR_LightProbeLights , PBR_LPV and pbr_lpv_wteness_bbq branches?
Edit2: Ok, It seem to not be related to the PBR code directly, I have compiled the PBR branch alone and blending is working fine. I need to figure where I messed up...
Edit3: I wrote to fast, the issue is there when I load an example terrain from http://www.torqueterrains.com/ .So should be related to something in the material or mission file.
Edit4: I think I have track down where the blending issue come from: https://github.com/Azaezel/Torque3D/com ... 8f7e0a20e7
The commit just before that have terrain blending working fine, but from this commit and after, it's not. I have been playing a lot with terrain materials on the Stock PBR template and it's hard to understand what's wrong... Seem like it's related to the order of the materials in some way...
Edit5: I have found what is causing the issue in that commit, I have rollback the following change and it works fine now I really don't know what it does, I guess you'll have a better understanding of the reason I had terrain blending problem... Do it happen for everyone or just few?
Code: Select all
- Var *color = NULL;
- if (fd.features[MFT_isDeferred])
- color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
- color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
+ Var *color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );