Hybrid raymarching + raster rendering
Hantverk'n » Devlog
The graphics engine now supports rendering lines and triangles via raster pipelines with correct depth test (z-buffer).
Here's a scene with lines representing the octree nodes (blue, cyan, green) and voxel volumes (red) :
I also had to debug depth values being written to the z-buffer while getting this all working correctly. Here's a screenshot of it in z-buffer display mode:
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Voxel raymarching now with fragment shading rate50 days ago
- Raymarching higher resolution voxelized Sponza model55 days ago
- Fixed visual artifacts and running voxelized Sponza model56 days ago
- Massive model / scene59 days ago
- Another raymarching and sparse octree of voxel volumes growth demonstration60 days ago
- Octree growth test62 days ago
- Improved voxel ambient occlusion lighting77 days ago
- More stylized ambient occlusion81 days ago
- Now with MagicaVoxel file loading...82 days ago
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