Keep alpha-coverage mips separate from blended texture uses #804
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sky_line/Slipstream!804
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Delete branch "TheSlowly/Slipstream:alpha-coverage-blend-fix"
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Alpha-coverage mips are built per texture, so a texture used by both a masked and a blended material gets the coverage chain for both. The blended uses then look washed out at distance (avatar eyes are an example). Masked surfaces still need the coverage chain for grass, leaves and hair
Textures now get separate GPU images and disk-cache entries for masked and non-masked uses:
The coverage builder, highest-cutoff policy and server-bake exclusion are unchanged
Fixes #766
Merged into
release/1.3(169c840eb9), the 1.3 stable line, so it ships in the next 1.3 release. Your commit is kept as-is with your authorship. It's also on the development branch and will reachmainwith the next merge there.Reviewed and tested: the cache key / header flag, per-variant decode demand and the material-identity change all check out, and old coverage-mipped cache files are correctly rejected for blended uses. A test-box run showed no cache rejections, errors or frame-time cost, with the
_maskvariants written only for textures used both ways.Thank you for tracking this down and fixing it properly. Closing as merged via
release/1.3.Pull request closed