1) First of all, it would take someone with a very sharp mind to work out all the trigonometry to make a straight 3d voxel to 2d projection into a 3d world work.
2) It would be very difficult, since a voxel would still be a 3d model being rendered to a 2d sprite, to ensure that the voxel does not incorrectly clip into the floor or nearby geometry inappropriately.
3) And leading from the second reason - it would get even more complicated because you would have to fudge the sprite's Z-depth in order to prevent floor clipping, which would lead to all sorts of other problems including with the lighting.
4) It would also be next to impossible, since OpenGL allows for full 90-degree pitch panning, to completely draw the voxels convincingly so that they would appear to have actual volume at extreme angles. I believe that each voxel slab is drawn as a line, which means at extreme angles the insides of the voxel can bleed through, which is far more likely to happen at more extreme angles. (Not 100% sure about this, though, since it's nearly impossible to completely understand the voxel code as written)
Chris wrote:And I'd be surprised if the engine doesn't cull voxels from rendering if they're not on screen.
This is correct. Nothing renders if the requirements for RenderRadius or the visible subsector being rendered on the screen are not met.
For these reasons, this suggestion is not feasible to be implemented.
1) First of all, it would take someone with a very sharp mind to work out all the trigonometry to make a straight 3d voxel to 2d projection into a 3d world work.
2) It would be very difficult, since a voxel would still be a 3d model being rendered to a 2d sprite, to ensure that the voxel does not incorrectly clip into the floor or nearby geometry inappropriately.
3) And leading from the second reason - it would get even more complicated because you would have to fudge the sprite's Z-depth in order to prevent floor clipping, which would lead to all sorts of other problems including with the lighting.
4) It would also be next to impossible, since OpenGL allows for full 90-degree pitch panning, to completely draw the voxels convincingly so that they would appear to have actual volume at extreme angles. I believe that each voxel slab is drawn as a line, which means at extreme angles the insides of the voxel can bleed through, which is far more likely to happen at more extreme angles. (Not 100% sure about this, though, since it's nearly impossible to completely understand the voxel code as written)
[quote="Chris"]And I'd be surprised if the engine doesn't cull voxels from rendering if they're not on screen.[/quote]
This is correct. Nothing renders if the requirements for RenderRadius or the visible subsector being rendered on the screen are not met.
For these reasons, this suggestion is not feasible to be implemented.