The idea would be to have two triangles making a square at SEABED_ALTITUDE.
This might requires dedicated vertex and fragment shaders.
The seabed should be from (0.0, 0.0) to (30720.0, 30720.0) (would be generalized in the future).
For having not a single time the texture applied have to use (30720.0, 30720.0) for v_tex_coords.
This is easy.
The idea would be to have two triangles making a square at [`SEABED_ALTITUDE`](http://gitea.lemnoslife.com:3006/Benjamin_Loison/LemnosLife_Rust/src/commit/763f407874ec1ac62b478f066ec0ebfb86cd5ce1/src/support/mod.rs#L77).
This might requires dedicated vertex and fragment shaders.
The seabed should be from `(0.0, 0.0)` to `(30720.0, 30720.0)` ([would be generalized in the future](https://server0.lemnoslife.com/updater/altis/new/LemnosLife/Map/Altis/data.txt)).
For having not a single time the texture applied have to use `(30720.0, 30720.0)` for [`v_tex_coords`](http://gitea.lemnoslife.com:3006/Benjamin_Loison/LemnosLife_Rust/src/commit/763f407874ec1ac62b478f066ec0ebfb86cd5ce1/src/main.rs#L127).
Texture: `Ground/seabed` one.
Shaders can be found [here](https://lemnoslife.com/MAJ/new/Extensions/LemnosLife/Shaders/).
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This is easy.
The idea would be to have two triangles making a square at
SEABED_ALTITUDE.This might requires dedicated vertex and fragment shaders.
The seabed should be from
(0.0, 0.0)to(30720.0, 30720.0)(would be generalized in the future).For having not a single time the texture applied have to use
(30720.0, 30720.0)forv_tex_coords.Texture:
Ground/seabedone.Shaders can be found here.