basic voxel terrain rendering,
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Posted 31 October 2011 - 10:59 AM
1. how do you render the voxel terrain? do we use triangles/polygons or what?
2. what to store? in my simple terrain engine I store vertices, triangle indices. what about voxel terrain?
3. can I use OpenGL to draw it?
4. is it memory hungry?
5. how do you texture the terrain?
6. do I have to use shaders to render it?
I'd like to learn it because I saw in the video that you can "sculpt" the terrain like a piece of cake
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Posted 31 October 2011 - 11:35 AM
2) In voxel terrain, you need to store the various data points that comprise your voxel volume. Material, density/translucency, etc... The smaller and leaner you can make your voxel representation, the better.Many representations will go with a single byte material ID that allows, of course, 256 different types of materials.
4) Yep. Although you can mitigate the memory usage by using data constructs such as Sparse Voxel Octree (SVO), data storage and access remains very much a limiting factor for large-scale usage of voxels.
5) This one can be a toughie. You can look into techniques such as tri-planar mapping to texture it.
6) Depends on how you decide to render it. Ken Silverman's Voxlap system doesn't use shaders, but the texturing isn't very high-def. For higher definition texturing, I suspect you probably will want to use shaders. A technique such as tri-planar mapping will require them.
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Posted 31 October 2011 - 02:20 PM
I also have an open source voxel terrain library which you can take a look at: http://www.volumesof...ress/?page_id=8