You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Adding noise to the voxel colors makes things look more interesting, but kills any chance of mesh optimization
Using vertex colors for ambient occlusion kills any chance of mesh optimization, and causes weird blending due to the triangulation of the faces.
How to implement per-face lighting (or better) while merging voxel faces?
Idea:
Add a 3D texture for each voxel chunk, with a single byte for each voxel representing the light/occlusion at the center of that voxel.
Pass untransformed vertex coords to the fragment shader, and use them to sample the light volume.
Considerations:
Light volume textures will be quite large. Will the saved memory from mesh optimization make up for the memory used to store the light data?
How much will the per-fragment lighting improve overall visual fidelity? It will presumably be more costly due to the large amount of added texture lookups.
Something similar could be used to sample noise, instead of embedding it into the vertex data.
The text was updated successfully, but these errors were encountered:
Current issues:
Idea:
Considerations:
Something similar could be used to sample noise, instead of embedding it into the vertex data.
The text was updated successfully, but these errors were encountered: