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you are in a voxel engine which means that each box should have a discrete x, y and z coordinate thus: if you have a box at index (x, y, z) then you can get all neighbouring boxes by getting the boxes at index (x, y +/- 1, z), (x +/- 1, y, z) and (x, y, z +/- 1) edit: after some more info... just detect the collisions for a line between the center of the ...


3

I put together a greedy meshing implementation for voxel data which includes various attributes (https://www.youtube.com/watch?v=0OZxZZCea8I). I understand you're looking to merge voxel faces even when they aren't the same voxel type - but it would seem that the only way to do that is to send the set of voxel types represented by the quad into the shader ...


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Geometry instancing is a good way to solve this. Since all the models you're rendering are identical (cubes), you can provide an "inner" vertex buffer containing the 8 vertices for a single cube, plus an "outer" vertex buffer with just one vertex per cube, containing all the per-cube information. The two buffers will get "multiplied" together during ...



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