Output quads instead of triangles?
I was tinkering with this today. Really neat project.
It would have been nice to be able to get quads in the generated output instead of just triangles.
I saw it had some todos - such as "Triangle face merging". Would that be related?
Hey thanks Thomas :)
Agreed on that, in general I'd like to have different input and output format (basically different kind of triangle indexing like quads and strip). I was also planning to add an option to export with vertex packing; for example voxels normals can use less than 3 floats to be encoded, which will reduce the size of the mesh.
Triangle face merging was more of this process whenever possible, so it's not directly related:

I need to look closer at the code. It looks interesting. One idea I had was to plug it into a 3d app and use voxel-centerpoint to insert instances of voxel cubes.
Btw, I think I ran into the issue of "holes" briefly mentioned in the source. I didn't quite understand the relationship between the precision and when the holes appeared. Can you explain the gist of why these holes might appear?
That would be great! But yeah another output format option could be only points too, I had a request about this recently.
The holes might appear for several reasons that I haven't entirely narrowed down unfortunately, it's either something going on within the collision code or some precision issue. A temporary workaround so far was to simply test against a bigger voxel using this precision factor, a precision of 0.0 would test against the exact same voxel size, a precision of 1.0 would test against a voxel size of dimension d + 1.0 and insert a voxel of size d. I'll definitely investigate more on that when I find some time.