Looking at this screenshot, could someone find what’s wrong with this?
Each tiles are 129x129, the terrain is scaled to [6, 1, 6].
Looking at this screenshot, could someone find what’s wrong with this?
Theres seams at the grid borders What version of jme3 is this? Vanilla beta? Try updating to latest stable.
The IDE says I’m at the most recent version; 3.0.0.9083 (is there another update? or an update issue?)
How do you create the material?
This is the terrain initialization code :
Material mat_terrain = new Material(assetManager, “Common/MatDefs/Terrain/TerrainLighting.j3md”);
mat_terrain.setBoolean(“useTriPlanarMapping”, false);
//mat_terrain.setBoolean(“isTerrainGrid”, true);
mat_terrain.setFloat(“Shininess”, 0.0f);
// mountain texture (red)
Texture rock = assetManager.loadTexture(“Textures/Terrain/rock_brown.jpg”); // 512x512 image
rock.setWrap(WrapMode.MirroredRepeat);
mat_terrain.setTexture(“DiffuseMap”, rock);
mat_terrain.setFloat(“DiffuseMap_0_scale”, 32f);
// grass texture (green)
Texture grass = assetManager.loadTexture(“Textures/Terrain/grass.jpg”); // 512x512 image
grass.setWrap(WrapMode.Repeat);
mat_terrain.setTexture(“DiffuseMap_1”, grass);
mat_terrain.setFloat(“DiffuseMap_1_scale”, 64f);
// dirt texture (blue)
Texture dirt = assetManager.loadTexture(“Textures/Terrain/dirt.jpg”); // 512x512 image
dirt.setWrap(WrapMode.Repeat);
mat_terrain.setTexture(“DiffuseMap_2”, dirt);
mat_terrain.setFloat(“DiffuseMap_2_scale”, 32f);
// each tiles are 129x129
this.terrain = new TerrainGrid(“terrain”, 129, 257, new ImageTileLoader(assetManager, new Namer() {
/* …snip… */
});
If it can help, I have these filters set also :
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
//fpp.setNumSamples(4);
SSAOFilter ssaoFilter = new SSAOFilter(0.92f, 2.2f, 0.46f, 0.2f);
fpp.addFilter(ssaoFilter);
WaterFilter waterFilter = new WaterFilter(node, reflectionLight); // node == rootNode
waterFilter.setUseRipples(true);
waterFilter.setWaterHeight(waterHeight);
waterFilter.setWaterTransparency(0.12f);
waterFilter.setRefractionStrength(0.2f);
waterFilter.setUseFoam(false);
waterFilter.setWaterColor(waterColor);
waterFilter.setDeepWaterColor(deepWaterColor);
fpp.addFilter(waterFilter);
BloomFilter bloomFilter = new BloomFilter();
bloomFilter.setExposurePower(55);
bloomFilter.setBloomIntensity(1.0f);
fpp.addFilter(bloomFilter);
if (env.hasLight(“Sun”)) { // custom “world environment” settings container
LightScatteringFilter sunLight = new LightScatteringFilter(reflectionLight.multLocal(-300));
sunLight.setLightDensity(1.0f);
fpp.addFilter(sunLight);
ColorOverlayFilter overlayFilter = new ColorOverlayFilter(env.getLight(“Sun”).getColor());
fpp.addFilter(overlayFilter);
}
DepthOfFieldFilter dof = new DepthOfFieldFilter();
dof.setFocusDistance(0);
dof.setFocusRange(400);
fpp.addFilter(dof);
viewPort.addProcessor(fpp);
hmm, I wonder if something with the material changed somewhere or if there is some side effect. It kind of looks like the normals on the edges might be a little wrong, but that bug was fixed ages ago.
I will take a look at it in the next few days after I get my machine fixed.
Alright I put up a fix for it on trunk, the latest nightly should have it (not beta version).