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"Anthony D. Baye" <Sha### [at] spamnomore hotmail com> wrote:
> I would think it would be easiest to convert each mass of different block types
> into a single mesh by mapping the corner vertices. make each mass smaller than
> it has to be by some tolerance value. The problem I see with this is changes in
> ior when going from water to air, it might make the blocks under the water
> render improperly.
I'm starting to consider doing this.
> One thing you could try is shifting water vertices down and outward, so that
> they pass a little under the surface of surrounding blocks.
I mentioned in another post in this thread that I found that if I offset every
other water box vertically by a tiny amount in a checkerboard-like fashion it
solves the artifact problem.
> Are you planning to model everything, or only the surface? Your conversion
> files will be awfully large if you model everything.
I wrote a flood-fill type of algorithm that searches to only find the blocks
that are visible above the surface. However, a 600x600 world still ends up with
over 600,000 blocks. The POV file ends up taking over 15 minutes to parse.
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