Man, I got it, thanks. But how can I use voxel data in program code? Do you read my question?First, render your model to a texture. Vertex shader:
// Authors : Sinje Thiedemann, Niklas Henrich, // Thorsten Grosch, Stefan Mueller varying vec3 P; void main() { // Transform atlas texture coordinate into NDC gl_Position = vec4((gl_MultiTexCoord0.xy * 2.0) - vec2(1.0), 0.0, 1.0); // Pass world-space position to fragment shader P = (gl_ModelViewMatrix * gl_Vertex).xyz; }
Frag shader:varying vec3 P; void main() { // Store world-position in atlas texture gl_FragColor = vec4(P, 1.0); }
Then, for each pixel, to something like this:foreach pixel: addVoxelAtPosition(pixel.color);
Got it?
I asked about "c# structure class to store voxel data and be able for further using in code". Capish?

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