But it would be cool if it represented damaged blocks not as different texture but by making it look like theres chunks cut away.
Lets say it has the damage value, and based on that, if its damaged and youre close to it (!), it makes it look like a 3*3*3 chunk of blocks with some taken away depending on surroundings and damage (and different texturing based on block/damage)
If you go farther away it would just show it as a normal cube but different texture to represent damage.
Not sure if it could be done using shaders to make really deep looking holes and stuff, that might look better.
EDIT: random though, what it would look like if you used some nonlinear z division instead of a linear one? So that close objects get smaller slowly, but farther ones faster (so it kind of would represent some range with same precision and then quickly reduce precision over distance?)
Edited by Waterlimon, 12 July 2012 - 07:28 AM.