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refactor(track): the ballast fades into that of the tracks joined, as the rails do
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@@ -112,8 +112,8 @@ public:
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virtual auto Matte_Material( material_handle const Material ) -> material_handle { return Material; }
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virtual auto Tinted_Material( material_handle const Material, glm::vec3 const &Colour ) -> material_handle { return Material; }
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// the material of a track blending its texture with those of up to three others (null: none) by the weights in y, z and w of the user data
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// of the vertices, the others as grains with Grain (world/TrackBlend.h). backends which can't make one give back the material itself
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virtual auto Blend_Material( material_handle const Material, std::array<material_handle, 3> const &Others, bool const Grain ) -> material_handle { return Material; }
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// of the vertices (world/TrackBlend.h). backends which can't make one give back the material itself
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virtual auto Blend_Material( material_handle const Material, std::array<material_handle, 3> const &Others ) -> material_handle { return Material; }
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// whether a material can be blended so
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virtual auto Blendable_Material( material_handle const Material ) -> bool { return false; }
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// heightmap terrain: material of a chunk blending the materials of up to 8 layers by their weights.
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