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Oct 30, 2012 at 13:08 comment added Daniel Ah. I see. So I check if it is a surface voxel. But, how do I tell the triplanar shader that it's a surface voxel. The voxels are rendered in one draw call, btw.
Oct 29, 2012 at 14:18 comment added Engineer @DantheMan Almost: On ALL sides. That is, you need to perform a check for 6-connectedness. Provided all 6 checks turn up true, the current voxel is NOT a surface voxel. What's key is that you need to perform these checks only in the region of where a terrain change has just occurred (this being during generation time, where a great many such checks will occur, and at runtime, any time the player or something else affects the world). For this reason, one must be very careful never to change too much at once; any voxel op occurs in an AABB, and the cost goes up drastically with side length.
Oct 29, 2012 at 14:17 comment added Daniel Hah. It would be that there is dirt or voxels above you.
Oct 29, 2012 at 14:13 comment added Engineer @DantheMan How do you know when you've been buried alive? It's the same answer. I'm not asking this to annoy you, but because working with voxel worlds requires you to have a particular way of thinking.
Oct 29, 2012 at 14:12 comment added Daniel I really don't know.
Oct 29, 2012 at 14:08 comment added Engineer @DantheMan Well, first, what are the conditions under which a voxel is considered to be a surface voxel?
Oct 29, 2012 at 13:25 comment added Daniel But how are you supposed to (re)calculate voxel data and check if it is above or below the terrain surface, if the terrain surface isn't flat?
Oct 28, 2012 at 19:12 history answered Engineer CC BY-SA 3.0