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 Post subject: Re: Question about CubicSurfaceExtractor and normals
PostPosted: Mon Nov 15, 2010 7:09 pm 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
beyzend wrote:
Right now, I have the thing implemented but I still have a few bugs (holes in the terrain) to work out. I'm also using UInt8 volumes; actually I had a version implemented which uses MaterialDensityPair and thus I don't assume anything about the voxel type. I'm no longer doing that. It's mainly because I need to use Minecraft's textures for testing, and I don't feel like using the 16 bit to represent the voxels.


Maybe you can use the Material8 class?


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 Post subject: Re: Question about CubicSurfaceExtractor and normals
PostPosted: Mon Nov 15, 2010 7:35 pm 

Joined: Sat Sep 18, 2010 9:45 pm
Posts: 189
I didn't realize there was a material8 class, I haven't updated from svn in awhile though. Also I'm getting close to solving the bugs I think it's something to do with border values for one side of the volume for density > 0 voxels (off by one probably).


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