Example of Minecraft style polygonisation

Good walkthrough of rendering a voxel volume from start to finish in a Minecraft style.

It has the following problems however:

  • Single volume, no hierarchy.
  • Lack of hierarchy makes polygonisation harder, it must be done in one sweep.
  • Lack of hierarchy makes modification harder.
  • It performs 2 sweeps of the volume, one to calculate number of primitives, another to create them.
  • The C functions don’t compile in MSVC2008.

But it’s a good source of information on lighting and shader implementations.

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