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A recent rewrite enabling multi indexed rendering has a regression that causes the voxels to not have the correct width and height.
A solution could be to write a custom chunk.wgsl shader that also takes in voxel data as two u32s which contain position, orientation and width and height information.
This can be expanded upon to allow textures to be chosen on-the-fly by the shader by also passing the voxel id and indexing in a texture array.
The text was updated successfully, but these errors were encountered:
A recent rewrite enabling multi indexed rendering has a regression that causes the voxels to not have the correct width and height.
A solution could be to write a custom chunk.wgsl shader that also takes in voxel data as two u32s which contain position, orientation and width and height information.
This can be expanded upon to allow textures to be chosen on-the-fly by the shader by also passing the voxel id and indexing in a texture array.
The text was updated successfully, but these errors were encountered: