Picking up from 2 blogs ago, I switched to Irrlicht and started working on texturing. A picture's worth a thousand words, so I'll shortcut by about 7000 this blog :)
After getting paging to work, I got some perlin noise loading in chunks:Pushing it a little harder, because I can:Now texturing is the tricky part. After working up the courage to tackle this beast, I loaded a simple texture and slapped on some UV coordinates:Wait, have I deceived myself with how difficult this is? Okay but what if I want to support different material textures? I organize a couple textures in an atlas and start dialing in the UV coordinates:Damn, it really was too good to be true. Okay fuck it I'll hack it by using modf:I got rid of the black grid and it's starting to look more coherent. But alas the textures are reflected every other block producing noticeable patterns:Well I seam to have coded myself into a corner. It's obvious my naive handling of vertex UVs won't release me from this type of problem, so I just started playing around with numbers. I ended up with this:Definitely a cool look, but not what I'm going for. So I'm gonna have to approach this from a different angle, I found some code that implements the UV mapping I want in a shader which might be a viable method. I'm also looking into another method that involves texture arrays (which would ultimately have to be implemented in a shader as well). The latter method relies on slightly newer hardware but if I went that route I could reap the benefit of mipmaps, normal maps, and filtering without any bleeding along the borders. At the same time I'm perfectly happy without any of those things (I can't say I'm not fond of the pixellated style).Anywho, that's all I have for now my friendlies lolwut
Wooo! Looks awesome, sounds awesome, smells great too!
Should send Scott_AW any of your questions about voxels d:Yeah i like the last image, voxels are still interesting stuff.
Now that's looking really nice, aeron. What exactly are you going for with this, by the way?
This is cool. I've never understood this, so someone should clear this up for me. Are voxels a specific type of rendering or something? Or is it just a fancy nickname for a 6 polygon primitive?
I meant in the graphics sort of way. I understand the name, pixels with volume. I just don't understand if there's an actual difference between using voxels versus using a shit ton of cubes.
there's defiantly different ways you can render and store the information but graphically i don't think the player will be able to tell how they did it, they'll just see voxels :P
Oh, alright then. Is either easier for a graphics card to render?