I am currently painting a landscape, and I am having an issue when applying a new texture to a quad. Simply put, a quad gets destroyed/corrupt when I apply a new texture. When I started working on the landscape, I applied three textures to each and every quad to work around [another similar issue]. However, I still had other textures that I had not applied yet, thinking I could do so later…
Whenever I apply a new texture now, it does the whole shader compiling thing, which is similar to before. But unlike with the first three textures, I can not apply these textures to all quads, let the shaders compile, and then start working. No, I have to paint one quad, let the shaders compile, then paint another, let the shaders compile, and so on. for all quads (63x63). I can work with that, it just takes a bit extra time the first run-through. But if not already tedious enough, there is also the chance that a quad does not go back to normal after shaders has compiled, or that shaders simply does not compile at all. If this happens, the quad remains in a ‘default-texture’ state, and I can not paint on it at all, rendering it effectively destroyed, or “corrupt”.
So, for example, if I am painting a moss-lichen texture on a quad with rock, dirt, and grass textures:
It is in a ‘default-texture’ state, and shaders should be compiling. But they don’t. So it remains in this state until I undo the paint action. Then, if I want to paint that new texture on that quad, I have to reload/restart, and hope for the best. So, the work-around is just as hit-and-miss as the issue at hand.