[Gzdoom]Rendering Voxels like the software renderer

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Post Reply
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

[Gzdoom]Rendering Voxels like the software renderer

Post by YukiHerz »

First, do know that i know nothing about rendering, so this may sound like a silly/stupid question, but asking never(or almost never) hurts.

Would it be possible to have voxels rendered with each cube as a flat square like in the software renderer rather than each being a cube of many poligons?

Hope i'm posting in the right section since i don't wanna present this as a feature request without knowing if it's doable or not.
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Gzdoom]Rendering Voxels like the software renderer

Post by Gez »

I don't know if GZDoom supports billboarded surfaces in a mesh, as it is what this would require.

(Lots of games use billboarded surfaces in meshes. Foliage is typically done this way even in modern games.)
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [Gzdoom]Rendering Voxels like the software renderer

Post by Nash »

I think voxels would look better as individual billboarded particles just like in software, rather than 3D cubes, to be honest.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [Gzdoom]Rendering Voxels like the software renderer

Post by Graf Zahl »

Not going to happen. The current approach is very efficient and allows to render the entire voxel with a single draw call. Doing per-column billboarding would really add up to a lot of processing time.
Not to mention that voxel rendering in the software renderer is rather glitchy if you know where to look. The way GZDoom does it is rock-solid 3D and won't exhibit any strange quirks.
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: [Gzdoom]Rendering Voxels like the software renderer

Post by YukiHerz »

Well, at least the question is answered, good to know the current method is actually better in these regards.
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [Gzdoom]Rendering Voxels like the software renderer

Post by Nash »

Ah, true, 3D cubes will always sort their own depths better. :)
Post Reply

Return to “General”