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
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