Update(2): ambient occlusions optimizations


[See devlog entry Update: ambient occlusions optimizations]

With 3D graphics programming, it's always good to be able to visually verify something is working correctly, but with a performance optimization that produces visually identical results, other than the increased frames per second, it's not visually apparent the optimization is being applied.  With the voxel-level ambient occlusion optimizations I wanted to see very clearly visually all voxels which don't have voxel-level ambient occlusion applied to respective sides, so I added one temporary line of code in the fragment shader to color said voxels sides magenta.  Here are the results:


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