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seen Oct 18 at 15:33

Aug
28
comment How can I implement lighting in a voxel engine?
I thought of just updating each side of the chunk according to the neighbor and then adding all the changed blocks to the list of the blocks to change but it doesn't seem to work
Aug
28
comment How can I implement lighting in a voxel engine?
@Byte56 Would love to know how to translate this algorithm to work across "chunks".
Aug
26
comment Minecraft - like lighting engine
I have been testing with it, it seems the efficiency isn't so good, but it might be my ray picking. I am going to try and optimise my ray picking and come back to it.
Aug
26
comment Minecraft - like lighting engine
But you do have to recalculate it when placing a block correct? You have to recalculate the light for the "chunk" the block has been placed and the 8 neighbouring chunks? Wouldn't that be quite intensive for block placement? I will give it a try anyways, maybe I can do it on a separate thread or something..
Aug
26
comment Minecraft - like lighting engine
Also what do you mean by baked into the texture of the cube here: This is a bit more processing intensive. However, what’s cool is we only have to do it once! We only have to compute it again if a cube in range of the light is added or removed. Otherwise the light is “baked” into the texture of the cube.
Aug
26
comment Minecraft - like lighting engine
Interesting! I will definitely try this method. Although it seems quite a performance hogger
Aug
26
accepted Minecraft - like lighting engine
Aug
26
comment Minecraft - like lighting engine
@Byte56 I have expanded on the topic.
Aug
26
revised Minecraft - like lighting engine
added 543 characters in body
Aug
26
asked Minecraft - like lighting engine
Nov
16
awarded  Popular Question
Sep
9
awarded  Promoter
Sep
9
comment OpenGL - drawElements 2D imposible z-sorting (textured)
This is the problem, I sort objects into one draw call according to which texture they use. so i have all objects that use texture id 1 in one draw call and so on. So that means all objects in a texture will have the same "Z" value because they are drawn together.
Sep
8
comment OpenGL - drawElements 2D imposible z-sorting (textured)
But the draw calls are per texture meaning i cant sort per object
Sep
8
comment OpenGL - drawElements 2D imposible z-sorting (textured)
Prehaps you could simply tell me what is my misconception?
Sep
7
revised OpenGL - drawElements 2D imposible z-sorting (textured)
deleted 148 characters in body
Sep
7
accepted OpenGL - Z- Buffer translucency
Sep
7
comment OpenGL - drawElements 2D imposible z-sorting (textured)
Once I go over 2 textures, the problem starts to appear again, as I can not have 1 texture for an entire game.
Sep
7
comment OpenGL - drawElements 2D imposible z-sorting (textured)
Also depth peeling seems like a lot of work for a simple 2D application. Still looking for an answer.
Sep
7
comment OpenGL - drawElements 2D imposible z-sorting (textured)
Again, I cannot sort because of the VBO issue.