bvle-voxels/assets
Samuel Bouchet 4419c612bd Phase 8: Real stylized textures with UDN triplanar normal mapping
- Load CC0 FreeStylized textures (6 materials: grass, dirt, stone, sand, snow, smoothstone)
  as Texture2DArray: t1=albedo+heightmap RGBA, t7=normal maps GL format
- Height-based texture blending: winner-takes-all with sharpness=16, 40% blend zone,
  asymmetric bias (coeff 1.6) for resistBleed materials (grass resists sand bleed)
- UDN triplanar normal mapping with 3 critical fixes:
  * Use raw normal (NOT abs) in UDN formula — abs inverts lighting on -X/-Y/-Z faces
  * sign(normal) correction on tangent X for back-facing UV mirror
  * GL green channel flip on Y-projection only (not X/Z where V=worldY is correct)
- Dirt material rendered smooth (FLAG_SMOOTH), ground_02 texture darkened 0.75
- Sun orbit debug mode (F7): 10s cycle with sinusoidal altitude
- Crosshair + face debug HUD (F8): DDA raycast, camera/target/face/normal info
- Screenshot F6 now writes companion .log file with full debug state
- Document UDN pitfalls and logical vs physical coordinates in TROUBLESHOOTING.md
- Add tools/prepare_textures.py for texture pipeline (ZIP → albedo+height RGBA + normal)
2026-04-01 13:41:06 +02:00
..
voxel Phase 8: Real stylized textures with UDN triplanar normal mapping 2026-04-01 13:41:06 +02:00