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lc_overlord

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  1. lc_overlord

    Using normals with voxels

    I have basiclly two solutions to this issue   1. send points to the geometry shader and use it to draw cubes, this should be good for when you have a lot of freemoving cubes or basically cube particles.   2. if the terrain is more or less static then assembling the vertecies, normals and texture coordinates manually into raw ttriangles and then pushing it into a VBO is the way to go, even with the simplest possible culling it's fast enough that you don't have to mess around with indices at all.
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