#runtime-mesh
5 items (1 guide · 4 fixes)
Per-cell dither or contour-wander in a greedy voxel mesher turns cliff skirts into vertical stripes: detect walls and key strata on raw height bands with dither neutralised.
Lifting a flat overlay clear of the ground is only half the rule. Overlays also z-fight each other, and a full-lap overlay on a self-crossing path z-fights itself, which no single lift value can fix.
A per-cell white-noise hash for terrain shade choice reads as a 50/50 checkerboard. Use a smooth low-frequency noise field instead, confining the hash to threshold-edge dithering.
A Sandbox.Decal projects onto runtime-built chunk meshes (ModelRenderers) and conforms to stepped/curved faces, confirmed live on voxel terrain.