hi

I got something strange when applied my new terrain multitexturing shader together with pssm shadows and a water mirror. the same happens with other mirror water shaders, but eliminated if stecil blur (effect_load(mat_shadow,"st_stencilBlur.fx");) applied. with other shadowmapping shader not using stencilmap, everything works fine. the terrain shader has a 24b base texture on ent skin1 followed by 7 tiling texture having blending value on alpha similarly to terraintex.fx. the last 4 textures are put to material skins to be readable by the shader.
in case of another terrain multitex shader, a bit different screen artifacts can be seen due to similar rules, while the terraintex.fx ffe works fine.

I know there were mirror view related problems with decal and stencil shadows, will their fix solve this problem too? I can send you a link with a small sample project if needed.

at this camera position okay:


in the following the base texture appears in the place of terrain:


Free world editor for 3D Gamestudio: MapBuilder Editor