Syphorlate wrote:
1) Does the volume resampler work with LargeVolume?
Yep, it should work just the same. Do test with SimpleVolume as well though - I'm just a little nerveous because I recently thought of some theoretical problems with the LargeVolume... no one has reported them in practice but I need to fix them (
viewtopic.php?p=2018#p2018)
Syphorlate wrote:
2) Haven't tried it yet but in a resampled volume I presume the placement of the vertices will be slightly altered(a little inflated), right?
Yes, they will move slightly. The class is very new and I haven't used it much in practice so I don't know how severe these errors will be. For rendering in a game I was suggesting overlapping the chunks to hide this problem but you probably won't want to do that in your case. See also here:
viewtopic.php?f=14&t=246Syphorlate wrote:
3)What if I want my large volume to save/load to/from file so that I can load it next time the plugin is started? What would be the best way of doing this?
Basically you just have to iterate over each voxel and write it to disk. Maybe you want to write it to some kind of stream and then compress it, or maybe you want to write each of your tiles to a seperate file, but this is really dependant on your particular application. You can also have a look at the serialisation code in PolyVoxUtil to get the idea though I don't think that code will quite work.
Syphorlate wrote:
4)What if I ever run out of the 32bit range with my vertices? Would it be straight forward to change it to double precision without that memory usage dramatically increases?
The generated vertices are all relative to the corner of the Region, so the values should always be quite small. The Region itself is always an integer position so there shouldn't be any precision problems here. If you did need to change the precision to double then that would be straight forward but you would suffer the extra memory overhead.
Of course you can always take the data out of PolyVox in 'int + float offset' format but then store it as doubles in you application.