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 detail27 days ago
- Voxel Cone Tracing Experiment27 days ago
- Dynamic direct sunlight working with level of detail30 days ago
- Improved dynamic direct sunlight35 days ago
- Dynamic direct sunlight36 days ago
- Previous folly and finally success43 days ago
- Rasterized triangles are evil!52 days ago
- Procedurally Generated Blocks (Video)55 days ago
- Fog is working again58 days ago
- Improved fragment/compute shading rates60 days ago
Comments
Log in with itch.io to leave a comment.
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.