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Basically in this mode each cube is rendered flat without any kind of shading if there's no normal information, and the color is picked as if it was a plane with a normal corresponding to the normal vector that this specific cube has.
This is how the game is drawing the voxels more or less, basically the game has material parameters for a basic shading model baked in as VPL - basically it defines 256 colors * 32 light levels - which it uses to shade the voxel (screenshot from https://github.com/ThomasSneddon/vxl-renderer, in order to use you have to drop a vxl file onto the .exe though)
The text was updated successfully, but these errors were encountered:
Basically in this mode each cube is rendered flat without any kind of shading if there's no normal information, and the color is picked as if it was a plane with a normal corresponding to the normal vector that this specific cube has.
This is how the game is drawing the voxels more or less, basically the game has material parameters for a basic shading model baked in as VPL - basically it defines 256 colors * 32 light levels - which it uses to shade the voxel (screenshot from https://github.com/ThomasSneddon/vxl-renderer, in order to use you have to drop a vxl file onto the .exe though)
The text was updated successfully, but these errors were encountered: