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Up Topic Landscape zooming

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In Response to PeterW
Yep, that's the plan - and why I wrote "Texturing should be possible" above. The approach I'm going to try is to have the texture index in the first color component and the density in the second. The latter would be used for lightening.

Getting the raw color is possible if you are careful to only query the texture at the right places. For the HQ3x shader implementation, I am already comparing colors without threshold - so I guess this approach is pretty accurate.

On the other hand, I'm still thinking how I'm going to query textures. Using a texture unit per texture should be the most elegant solution, but there might obviously be situations where there are more textures than texture units. Maybe I'll have to split landscape chunks on-the-fly if that happens, we'll see.

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