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 Post subject: Re: Voxel trees
PostPosted: Wed May 30, 2012 6:15 pm 

Joined: Sun Jan 08, 2012 10:00 am
Posts: 31
Location: Germany
thanks again for changing loginname
ok back to voxel trees:
yes sure the 3dLogo is not a new idea, i wrote the link to wikipedia there are links and the example of the tree is made with a python-3dLogo i think

@xelons: Turtlegraphics use commands like setpos, pendown, penup and forward instead of direct draw-commands "normally" used. you change the position of the turtle and draw from there (or in this case a voxel it the pen is down). i used for the positon of the turtle the private variable pos its a polyvoxvector, see polyvoxdoku. and setvoxel sets a voxel at position.
PolyVox::Vector3DFloat pos;

and the method changes it, or i changed it directly (not good style?)
void SetPos(int X, int Y, int Z)
{
pos.setX(X);
pos.setY(Y);
pos.setZ(Z);
}

you dont have to use a polyvoxvector but if you want to use vectormathematics there are already some commands in polyvox to calculate with them and if you want to use polyvox why not use them?


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 Post subject: Re: Voxel trees
PostPosted: Sat Jul 21, 2012 4:15 pm 

Joined: Sun Jan 08, 2012 10:00 am
Posts: 31
Location: Germany
on vterraindotorg is good database of knowledge:
http://vterrain.org/Plants/


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