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So this doesn't provide details to every problem you'll encounter with your approach, but, if you want to map each vertex to the closest non-air voxel in order to scrape information from it (such as which texture to sample), here's a proof for the efficient method I came up with: For any given marching cubes vertex, we wish to select a voxel with which ...


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You don't want to turn off depth stencil state. Leave that the way it was before. Giving the Problem a Name The problem you're having is that two objects are being drawn in almost identical locations, but because of floating point precision errors, at the different pixels, sometimes one turns out to be barely closer to the camera/eye than the other, and on ...



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