Hybrid raymarching + raster rendering
Vorxel » 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:
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Fixed bug with dynamic direct sunlight and level of detail61 days ago
- Voxel Cone Tracing Experiment62 days ago
- Dynamic direct sunlight working with level of detail64 days ago
- Improved dynamic direct sunlight69 days ago
- Dynamic direct sunlight70 days ago
- Previous folly and finally success77 days ago
- Rasterized triangles are evil!86 days ago
- Procedurally Generated Blocks (Video)89 days ago
- Fog is working again92 days ago
- Improved fragment/compute shading rates94 days ago
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