Adam wrote:
If I was a level designer, I would want the vertical cliff edge to be drawn on top of the near-horizontal "grass plane" down below, so it really looks like I'm running into a wall and not just past the edge "in front of a wall". I probably worded that badly - hopefully you still know what I mean?
This is done by adjusting the offset of the caps. Of course, these settings would apply on the top part as well, but it all comes down to how you draw the textures really. It could of course be done, but I'm keeping it simple for now.
Adam wrote:
The thing is, if you changed this on a general level, then it would look wrong at the top where the grass being in foreground looks "right". The easiest thing to deal with this would probably be to define a new property for each "vertex" which kind of edge has the local priority, where the default value could be "DontCare", which would result in the algorithm deciding like it does now.
Yep, I'm thinking the nodes will have additional information later on, but right now I'm trying to keep things simple. Another idea for that would be to manually set the "up"- vector for a specific node.
Adam wrote:
Also, maybe optional corner caps?

Everything is actually optional right now, if you don't assign a material to side/top/fill/cap etc. that part won't be rendered.