Voxel clipping issues

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Gez
 
 
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Voxel clipping issues

Post by Gez »

If a voxel object has a complex shape allowing a sprite to get "inside" it, the sprite isn't always properly clipped.

A good example would be in the voxel vehicles pack and use the chasecam around the VTOL. Here's a bunch of screenshots:
Spoiler:
As you can see, the player sprite is seen through the engine block, but not through the rear wing. Depending on the angle, the sprite may also clip through the cockpit or not.
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Graf Zahl
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Re: Voxel clipping issues

Post by Graf Zahl »

I guess with the overall problems with depth clipping in the Doom engine, voxels like these may well qualify as 'don't do that'.
Gez
 
 
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Re: Voxel clipping issues

Post by Gez »

Well they work fine in OpenGL.
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GooberMan
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Re: Voxel clipping issues

Post by GooberMan »

Of course they would. GL has a depth buffer that naturally alleviates these things.

To fix it in software, you'd have to sort per-voxel, or some other suitable voxel picking algorithm.
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randi
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Re: Voxel clipping issues

Post by randi »

Voxels are clipped exactly like sprites, because that's the only way the software renderer can do it without adding something like a z-buffer.
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