GM_Riscvul wrote:
Ok so the density is similar to greyscale or antialiasing then? That makes sense.
That is strange though. I was setting half my voxels to MAX density, but when I can see them it only looks like a flat square. This is how I was filling my volume. I wanted to simulate one chunk of my landscape. I was testing a chunk size of 32x256x32.
well I'm not sure how you handle your chunk borders. it looks like you have a volume for every chunk, so you should see more than that, can you post the code for the generateChunkMeshes function?
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This seems to be consistent with what I have heard, but it doesn't render well. I wonder if this could be a problem with my ogre manual object. Its confusing to me, because my code worked fine when using it with the demo cubes. Perhaps the problem just wasn't noticeable in the demo.
"doesn't render well" is not really descriptive
do you have screenshots?
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One last question. Can you use any combination of bits in PolyVox when declaring a MaterialDensityPair? I am using the demo 44 pair, but could you do 71, 53, 62, etc? Is there a limited set of implemented combinations?
of course. anything adding up to 8 works. the way the source looks, anything adding up to 16 should work, too, but I've never tried it.