A set of open c++ game development tools that are lightweight, easy-to-integrate and free to use. Currently hosting a magicavoxel .vox full scene loader.
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ogt_voxel_meshify: Suppress geometry between chunks #10
For meshing minecraft style chunks, the current algorithms will always generate polygons on chunk boundaries as they assume the data outside the grid is non-solid.
It may be useful to add support for avoiding these polygons.
One possible way would be if user tries to meshify MxNxK voxels, but provides M+2xN+2xK+2 voxel grid that contain the neighbor cells within the outer-shell. It'd be simple enough to extend the meshifiers to only consider the inner MxNxK grid for meshing, but use the data on the shell for determining whether faces are required.
For meshing minecraft style chunks, the current algorithms will always generate polygons on chunk boundaries as they assume the data outside the grid is non-solid.
It may be useful to add support for avoiding these polygons.
One possible way would be if user tries to meshify MxNxK voxels, but provides M+2xN+2xK+2 voxel grid that contain the neighbor cells within the outer-shell. It'd be simple enough to extend the meshifiers to only consider the inner MxNxK grid for meshing, but use the data on the shell for determining whether faces are required.