Zeke Foppa
Zeke Foppa
I approve the relicensing of my contributions.
FWIW there's an octree available in [playform](https://github.com/bfops/playform/blob/master/src/octree.rs). Parts of it might be usable.
I haven't looked too closely, but I wonder if [this idea](http://procworld.blogspot.com/2013/05/covering-sun-with-finger.html) has anything to offer? Does hematite currently skip rendering of chunks that are occluded by, for example, a mountain?
This should block on #143, since it doesn't really make sense for the server to octree-store all the mesh that's visible to any client.
Hm. [This](https://github.com/sgrif/pq-sys/issues/1) looks related. How recent is your rustc+cargo? This is the homebrew version of libjpeg I have installed: ``` $ brew info libjpeg jpeg: stable 8d (bottled) Image manipulation...
The thread I linked above mentions `DYLD_LIBRARY_PATH`. Have you tried setting that? My `LIBRARY_PATH`, `LD_LIBRARY_PATH`, and `DYLD_LIBRARY_PATH` are all set to `/usr/local/lib:/usr/lib`.
This should definitely be blocked on https://github.com/bfops/playform/issues/127
I think a sane first attempt would be to make the inner vertex for the larger voxel by averaging the vertices from the sub-voxels. Figuring out which corners are still...
we can actually get the savings from the geometry shader back by using a uniform array! http://www.reddit.com/r/rust_gamedev/comments/2fmfkz/playform_gets_a_little_more_voxely_and_saves_a/cke2m98
https://www.opengl.org/discussion_boards/showthread.php/184768-unknown-sized-uniform-struct-arrays?p=1261576