Fixed level of detail voxel mip map "bleed"


Level of detail uses voxel volume mip maps to render voxels at a given level of detail for a given distance and (adjustable) settings to increase performance.  The issue I ran into is that some 3D scenes have wall or floor interior voxels of a different color than the surface of the wall or floor and these unwanted voxel colors would be averaged into the mip maps.  I fixed the issue by making sure only voxels with one or more air block sides are averaged in.

What issue looked like before fix with scene having pink interior wall and floor voxels:


And with fix:


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