Figure out terrain color in a fragment shader instead of setting explicit face colors during mesh generation. This would allow for smoother blending between terrain types as well.
Before doing this - convert voxel data underlying to use nd-array instead of nested arrays. This will make sending the data to the GPU easier, and should be more performant anyway.
Figure out terrain color in a fragment shader instead of setting explicit face colors during mesh generation. This would allow for smoother blending between terrain types as well.