Thought you may like to include a similar approach in addition to scrolling approach or even replace with it. This should work fine for seamless textures.
I added a new Fluid-pbr material definition that can be used to simulate fluid blocks. This material supports waves and texture scrolling instead of the spritesheet approach of the Water-pbr material.
In the following releases the Water and Water-pbr material will become deprecated and be removed at one point.
Yes, Iām aware of the issue. But I donāt think it has anything to do with the block scale though.
There is a slight deviation from one of the params in the function in the shader, didnāt look into it yet
@remy_vd does FileRepository support loading chunks from the class path?
I am planning to put chunks data inside assets.jar (as they are not supposed to be updated at runtime) under the assets/Scenes/[scene name]/chunks.
And wrap the resulting string using a Paths.get() and pass this to the FileRepository. This is all top of my head by the way.
But when you try to use this repository to save chunks to this path (in the assets jar) it will fail.
In your case I would write a ChunkClassLoader that implements the ChunkRepository and only implement the #load() method. You can even use the assetmanager to load chunks.