Voxel clipping issues

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Expand view Topic review: Voxel clipping issues

Re: Voxel clipping issues

by randi » Tue Apr 09, 2013 4:00 pm

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.

Re: Voxel clipping issues

by GooberMan » Tue Apr 02, 2013 11:07 am

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.

Re: Voxel clipping issues

by Gez » Tue Apr 02, 2013 10:55 am

Well they work fine in OpenGL.

Re: Voxel clipping issues

by Graf Zahl » Tue Apr 02, 2013 10:20 am

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

Voxel clipping issues

by Gez » Tue Apr 02, 2013 8:39 am

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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