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Non-shader textures

Open bfops opened this issue 10 years ago • 2 comments

First off, we just want to apply a texture in a seamless way to the extracted mesh (this is a good read).

Next, we want to be able to UV map the texture appropriately so avoid stretching. GPU Gems 3 talks about that.

bfops avatar Mar 29 '15 21:03 bfops

Polygons are always generated in sets of 4, and they fit together in quadrilaterals. The width and height are bounded above by 2*voxel_width. We can use this to naively flatten voxel textures into a 2D texture, by creating a texture that has max_width*max_height space for each voxel edge.

bfops avatar Aug 21 '15 23:08 bfops

bca24129aec3a05352ea20b53847eb7a40c09839 and 3d41399dafbac475a8f631c6d4785cd3b9d280e2 add some better grass/dirt texturing.

bfops avatar Sep 04 '15 01:09 bfops