David Williams wrote:
Yes, it's odd that beyzend hasn't mentioned this. Maybe he found a way around it?
For the time being I will wait and hope you come up with a fix to this. I have an idea which could work in case you don't fix it, but it would only complicate things.
AndiNo wrote:
Actually, I meant what is the size of your whole world in voxels?
Oops

I think I will try something like 256^3 consisting of 512 32^3 volumes. That's my plan for now.
edit: Yes, I want to use streaming to have an infinite world. So multiple volumes will probably be the easiest way.
beyzend wrote:
What I did as a quick fix is modify the surface extractor from x,y,z < regionSideLen to x,y,z <= regionSideLen. Problem with this as you know is for each region a {n * n - (n-2) * (n-2)} border surface is created, no matter what the actual value along the border because we assume the border to be air.
Well, to me this seems like a solution. If I understand you correctly the problem is the outmost faces of a volume are always rendered, even if the neighbouring voxels are solid - because one volume has no information about the volume next to it. From my point of view this seems to be acceptable, so I probably will use your change. Would you be so kind to post what code you changed exactly?