when rendering voxels in octrees, the only information necessary is the current octree-level, -position and colour/texture. But one has to send eight vertices to the rendering pipeline in order to ...
I have been looking at shaders found here shadertoy.com and most of the cool ones have noise and raymarch in common. I do not understand the source code at all but I really want to. How do these ...
So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap. Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value ...
Given a fairly static voxel array, what is more efficient: using the CPU to pre-generate a VBO to render the voxel faces (ignoring more advanced forms of rendering like marching cubes for now) or ...