Shiny texture coordinate issues
Projecting shiny texture coordinates on quads isn't working particularly well currently as two adjoining surfaces with different dimensions end up with non-continuous texture coordinates resulting in quite noticeable seams.
Perhaps we should rethink how we handle this (in 1.9.1).
Maybe we should use the main texture coordinates but then manipulate the texture matrix directly? Which would allow us to avoid having to store another set of texture coordinates.
Or better still, create a cubemap out of the shiny texture and produce texture coordinates via glTexGen?
We'll need to rethink this anyway once we are freezing chunks of the map.
Labels: OpenGL Renderer