Modified-octree based voxel implementation using Ogre3D API for rendering.
Voxel data can be defined at any scale within the tree, allowing for variable voxel size. Tree structure automatically generated when inserting voxel data.
A branch node in the tree containing duplicate voxel data will automatically collapses the branch, simplifying the tree, as seen with the blue wireframe blocks in the video.
Currently very simple mesh extraction, just extracts the entire tree at once into a single mesh set (once mesh per material).
Voxel insert operations are relatively slow due to maintaining tree structure. Mesh extraction fairly fast but obviously gets slower the more complex the tree structure becomes.
Mesh extraction is still rather buggy.
Link to this comment:
All Comments (0)