Blur effect in terrain render
Within the constraints of the map terrain generation method, could a blur effect be applied to smooth the pixelization at full 'zoom'?
At the moment I'm looking at ground textures not buildings, trees etc.
I am not familiar with WinSP code but generally I would expect it to be an issue of if the game would blur the RGB values with a kernal instead of a more modern post processing filter.
Is the map being generated from data on each pixel or is there a true 'tile' that is a big byte of code? If one took the basic tiles of the open, rough, bare, mud...etc, applied a blur to soften the pixels and then recompiled that into the source could a smoother ground at maximum zoom be achieved?
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