daydream reports: is it possibly the tapestries ... #4606
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Reference: your-land/bugtracker#4606
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daydream reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
how do they bleed through? they seem to not extend past the top of the upper node they occupy?
the same white curtains are placed downstairs as what you see upstairs and I had to cover up all the places because the bleeding 'jumps around' as you move around so it's pretty distracting.
This looks like z-fighting and could be fixed by moving model's top vertices just a tiniest bit lower.
I used this script:
Scaling tapestry models by 0.999 seems to fix z-fighting at closer distances, while still keeping the seams between placed tapestries mostly unnoticable. Making it disappear at larger distances will make seams more visible. Kinda annoying :\
(also, can't scale only Y, since will poke on the sides too).
Should I push changed files to castle_tapestries/yl_stable?
IMO the best solution to this would be to create a new "short" tapestry for this use case: