#Paving looks all weird
16 messages · Page 1 of 1 (latest)
Curves can't support the higher variant
Therefore it applies the lower variant to the curves and the default higher variant to the diagonal and straight sections
even so, it seems kinda weird that suddenly the paving transitions from axis aligned to diagonal and all jumbled up with endstone that can be seen through
I think It could be a bit better if the paved train model had a striped mesh that consists of trapezoidal quads that all are UV mapped to the paved texture
Minecraft rendering engine doesn't support that fancy maths. And if so, it would be hard to apply on procedurally generated splines.
I already asked how feesable it would be for a mod to reintroduce this kind of rendering to the game, and I heard only silence back.
I think the same goes for splines.
iirc minecraft can render any mesh in the world, and the paving procedural mesh along the b-spline can be fairly simply generated procedurally. It would require some custom mesh generation and some custom shader, but I think it's doable. I didn't mod yet so I can't tell how big a hurdle that is, but I've been doing some graphic programming on diferent occasions nad it seems like a mix of simple mesh genration and a bit of skinning along B-spline
though yeah, that seems to be a bit complicated
I heard that java minecraft stuggles with rendering lots of polygons from guy that made photo realistic cellar on bedrock
well, there is no way of knowing without first trying, also depends on polygon count
it should be a small concern for low poly graphics as well
something like this profile rail would have to be generated
number of steps also play a bit of a role
here is about 20*steps of polygons
another thing is that a mesh like that could be rendered with instancing, I think, which would even further improve performance
I wonder how they made the default rail renderer, because it should be fairly similar to what's intended