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What Should I Do???

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I'm writing a voxel engine with GL_QUADS as voxels. Note that I use quads, not cubes, for a very particular reason. It works just fine, but when I rotate the model, the quads get rotated not only around the model's center, but also around their own, so at certain angles, they become perpendicular to the viewing plane, thus invisible. Some voxels simply disappear! Just look at this mess! Could anyone help me find a solution? (Other than rotating manually, that is.) Thanks in advance, Mr. Big

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Guest Anonymous Poster
Thats easy, Problems Imply Solutions: If the quads are not visible when perpendicular, make them Not-perpendicular. Then they should become visible.

thus
in addition to the entire scene rotation, each quad will need a local rotation to face the camera
to simplify things, rather than have each one face the camera directly, you can have them rotate to match the camera plane and use the same angle for them all

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Guest Anonymous Poster
P.S.
Why not use Marching Cubes to pre-process your voxels and figure out the closed surface boundry of them, then just render that instead?
It should use the same number of quads as the number you have right now on the surface,(even less if you arent currently culling internal voxels) but looks good at all angles. Thus rendering time is not an issue; nor is cpu time since you'd only do the calculation once at init.

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