Renderer · const

GLOBAL_FIELD_BLEND

How much of a cascade's extent, at each face, fades into the cascade outside it.

Explained in Hello world.

const GLOBAL_FIELD_BLEND = 0.1
import { GLOBAL_FIELD_BLEND } from '@driftengine/core';

In depth

A hard switch between cascades is worse than either cascade's own error. An error that is wrong everywhere reads as a coarse solution; one that changes abruptly along a surface reads as a crack, and the crack moves with the camera because the boundary does. A tenth of the extent is wide enough that the fade is below a voxel per step and narrow enough that the inner cascade's resolution is what most of the inner cascade actually delivers.