Hi, a Bresenham-style line traversal algorithm is indeed used when traversing the ColouredCubeVolumes whereas the code you have identified is used for the TerrainVolume. This is because a voxel in the ColoredCubeVolume is simply on or off, but in the TerrainVolume the voxels take on a continuous range of values. So when traversing the TerrainVolume we are not looking for a solid voxel as such, but instead the point where the interpolated voxel values go above a certain threshold.
The code you were hoping to see is actually in PolyVox (used by Cubiquity) and is here:
https://bitbucket.org/volumesoffun/poly ... ast.inl-27It's not exactly Bresenham's algorithm but I think it's the same kind of approach.