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voxel mesher with ambient occulusion, transparency, translucency, custom block models

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The code at `mesh-plugin.js:101` currently reads: ``` js // accumulate mesh vertices and uv var model = this.meshCustomBlock(value,x,y,z); vertices = vertices.concat(model.vertices); uv = uv.concat(model.uv); ``` The use of `concat` causes...

Hello :wave: This is the first automated pull requests to help reach the goal of up to date and stable software. It updates all of the dependencies in the `package.json`...

Sometimes the engine fails to init, crashing with a null gl: ``` javascript // voxel-mesher // load combined porous mesh into GL var gl = this.shell.gl; var verticesBuf = createBuffer(gl,...

bug

``` Uncaught Error: cwise: Arrays do not all have the same shape! calcAO_cwise_thunk @ VM8501:8 computeMesh @ mesh.js:502 createVoxelMesh @ mesh-buffer.js:13 MesherPlugin.createVoxelMesh @ mesh-plugin.js:41 Game.showChunk @ index.js:645(anonymous function) @ land.js:134...

Cull adjacent faces (if allowed by the model, as specified in [block-models](https://github.com/deathcap/block-models) cullFace: true) on custom blocks (2nd shader) if needed. This will reduce the number of vertices and might...

The custom block meshes are drawn in the order they are in the voxel array, but this may not always be the direction the player sees them. This causes discrepancies...

To improve responsiveness, meshing should run asynchronously in a web worker. An individual chunk can be remeshed quickly enough to not cause any noticeable lag (required to allow interactive mining...

It would probably be a bit faster to not return a subarray slice of a typedarray from the voxel mesher and instead return the entire unsliced typedarray + a size...