Fast and Accurate Color Depth Conversion
Vorxel » Devlog
My voxel engine uses colors which are converted from 24-bit to 16-bit color (5-bit red, 6-bit green, 5-bit blue) to allow space for additional properties (alpha, emissive, specular, and voxel level ambient occlusion face adjaceny bits) in each 32-bit voxel. Initially I was using naive RGB channels bit shifting code for 24-bit to 16-bit color conversion. These color conversion equations are much better than what I was using:
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Fixed bug with dynamic direct sunlight and level of detailFeb 04, 2025
- Voxel Cone Tracing ExperimentFeb 04, 2025
- Dynamic direct sunlight working with level of detailFeb 01, 2025
- Improved dynamic direct sunlightJan 27, 2025
- Dynamic direct sunlightJan 26, 2025
- Previous folly and finally successJan 19, 2025
- Rasterized triangles are evil!Jan 10, 2025
- Procedurally Generated Blocks (Video)Jan 07, 2025
- Fog is working againJan 04, 2025
- Improved fragment/compute shading ratesJan 02, 2025
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P.S. I've now switched to 15-bit RGB voxel color because I noticed some time ago in procedural block generation where a noise function it uses to modulate brightness of colors was slightly shifting voxel colors. The noise function modulates the RGB channels equally but because green had more bits (6), red (5) and blue (5) didn't have an even distribution with respect to the green channel.