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 Post subject: Re: PolyVox and a Minecraft-esque Game
PostPosted: Sat Jul 09, 2011 7:10 pm 

Joined: Sat Jun 18, 2011 3:29 am
Posts: 17
Hmm, didn't know that. I am going to take a look at LargeVolume while waiting then :P

Also Beyzend, according to this thread: http://www.thermite3d.org/phpBB3/viewtopic.php?f=2&t=152 you have solved using mipmaps while using texture atlas and avoid color bleeding. I understand the idea behind the post but I was curious as to can you show me a sample texture image. What I am curious about what did you put around the actual image. What I mean is you say the image is from (0.25, 0.25) to (0.75, 0.75), so there is a "frame" around the image that is there just to avoid color bleeding (if I am wrong point me out). What did you put in the frame? Does it actually matter what you put there?


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 Post subject: Re: PolyVox and a Minecraft-esque Game
PostPosted: Sun Jul 10, 2011 8:36 pm 

Joined: Sat Sep 18, 2010 9:45 pm
Posts: 189
I can't it's a dds. file. Basically it has the texture half sized in the middle and another half sized texture split in half on the sides.

It's not 100% correct yet because I'm not talking into LOD level or something like that. You have to write a shader to do this manually (not sure). I still have a problem with a single pixel border on these textures which I think is related to LOD.


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 Post subject: Re: PolyVox and a Minecraft-esque Game
PostPosted: Sun Jul 10, 2011 10:24 pm 
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beyzend wrote:
I can't it's a dds. file. Basically it has the texture half sized in the middle and another half sized texture split in half on the sides.


Sounds like this: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61602 ?


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 Post subject: Re: PolyVox and a Minecraft-esque Game
PostPosted: Mon Jul 11, 2011 2:47 am 

Joined: Sat Jun 18, 2011 3:29 am
Posts: 17
Eh.... I'll just not do mipmaps. If it causes any noticeable problem (performance, graphics, etc.) I'll do it later.

I also changed my TextureAtlas to have one material per row, while having 6 columns and each column is 1 face. This is actually wasteful since a lot of blocks don't have alternate textures for different faces but I'll just leave it for now until I can think of something better.

In the mean time, is the paging method you are implementing going to keep the manual objects around in memory (actually that's the definition of paging, silly me)? I am not sure how many manual objects can be stored in memory since they are quite large.


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 Post subject: Re: PolyVox and a Minecraft-esque Game
PostPosted: Sun Aug 28, 2011 6:53 am 
How to play minecraft adventure levels with my friend? Me and my friend want to play together on an adventure level in minecraft. How do we do this?
Where do we find the levels? How do we set it up to play together? That's all we want to know. If you can provide at least one of those things would be great!

***SPAM DELETED***


Last edited by bronddy on Thu Sep 01, 2011 4:00 am, edited 1 time in total.

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 Post subject: Re: PolyVox and a Minecraft-esque Game
PostPosted: Mon Aug 29, 2011 10:37 am 
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bronddy wrote:
How to play minecraft adventure levels with my friend? Me and my friend want to play together on an adventure level in minecraft. How do we do this?
Where do we find the levels? How do we set it up to play together? That's all we want to know. If you can provide at least one of those things would be great!

This forum is the wrong place to ask I'm afraid - it's dedicated to Minecraft-like rendering technology rather than the game itself. Have a look at http://www.minecraftforum.net/ instead.


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 Post subject: Re: PolyVox and a Minecraft-esque Game
PostPosted: Sun Sep 04, 2011 10:45 pm 
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Meh, I thought that post was suspicious... he came back a week later and edited in some spam.


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