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Old 12-07-2006, 11:08 AM   #1
Devan

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question about voxels...
Why do voxel models take a long time to load?
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Old 12-07-2006, 03:09 PM   #2
TerminX

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Re: question about voxels...
Because Polymost requires that they be converted to polygons at load time.
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Old 12-07-2006, 09:45 PM   #3
Awesoken

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Re: question about voxels...
My voxel rendering code for OpenGL tries to reduce the polygon count by combining neighboring coplanar faces. At load time, I generate a skin to hold the color data for all the little pieces of various sizes. Doing this allocation is a tricky process, and that's what takes most of the loading time.

My allocator is far from optimal. It works fine for low-res voxel models, such as the ones that come with Shadow Warrior. For higher detail models, you really ought to use MD3 format. I love voxels and their nostalgic look, but they don't make sense in OpenGL.

The loading process could be sped up by using a cache for the skin and related voxel data.
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Last edited by Awesoken; 12-07-2006 at 10:19 PM.
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Old 12-08-2006, 06:15 AM   #4
Devan

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Re: question about voxels...
Quote:
Originally Posted by TerminX View Post
Because Polymost requires that they be converted to polygons at load time.
Can you add ability to eduke32 to turn this converting off? And ability to increase cache size to load better quality voxel models? I also love voxels.
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Old 12-08-2006, 12:06 PM   #5
Mr.Fibbles

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Re: question about voxels...
I think Ken said it best:
Quote:
For higher detail models, you really ought to use MD3 format. I love voxels and their nostalgic look, but they don't make sense in OpenGL.
from the man who made voxels.
asking to turn off the converting required by the rendering engine doesn't make sense to me.
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Old 12-09-2006, 05:48 PM   #6
Mblackwell

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Re: question about voxels...
Quote:
Originally Posted by Devan View Post
Can you add ability to eduke32 to turn this converting off? And ability to increase cache size to load better quality voxel models? I also love voxels.
You couldn't do that and still run in OpenGL. If you don't want them to be converted to polygons... run in Software mode.
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Old 12-09-2006, 06:13 PM   #7
Devan

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Re: question about voxels...
Quote:
Originally Posted by Mblackwell View Post
You couldn't do that and still run in OpenGL. If you don't want them to be converted to polygons... run in Software mode.
I talk about other thing. I like voxels in 8-bit but eduke32 ALWAYS at startup converts voxels to polygons, so I have to wait a minute or more
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Old 01-02-2007, 08:20 AM   #8
DavoX

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Re: question about voxels...
Ken, is there any way to merge the Eduke32 code with that program you made a while ago, where you could destroy all the environment shooting at it? It would be cool to have some selected walls where we could do that in Duke3d.

It could be implemented like a special sprite wall that looks 3d and you can shrink/expand in Mapster, just like any 3d Model. I dunno about the textures, would it be difficult to be able to select any texture from duke to a voxel sprite in Mapster?
Last edited by DavoX; 01-02-2007 at 08:25 AM.
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Old 01-02-2007, 11:15 AM   #9
drvarek

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Re: question about voxels...
I really doubt it. Theoretically it is possible, but theoretically dynamic lightning is also possible in duke, so i think you have your answer.
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Old 01-02-2007, 04:51 PM   #10
DavoX

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Re: question about voxels...
Quote:
Originally Posted by drvarek View Post
I really doubt it. Theoretically it is possible, but theoretically dynamic lightning is also possible in duke, so i think you have your answer.
Dynamic Lightning has nothing to do with voxels. They aren't that familiar with the Code needed for Dynamic lightning. But Ken IS very familiar with the voxels code for instance it's more possible.
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Old 01-02-2007, 07:32 PM   #11
DeeperThought

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Re: question about voxels...
Quote:
Originally Posted by DavoX View Post
where you could destroy all the environment shooting at it? It would be cool to have some selected walls where we could do that in Duke3d.
It's already possible to make destructible sprite walls / bridges / structures in EDuke32. One way would be to build the walls by stacking up "brick" models, then add some code to make them behave appropriately when they are hit.
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Old 01-03-2007, 12:33 PM   #12
Awesoken

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Re: question about voxels...
Quote:
Ken, is there any way to merge the Eduke32 code with ... (Voxlap)
Sorry, but mixing Polymost and Voxlap isn't going to happen. I have better things to do with my time.
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Last edited by Awesoken; 01-03-2007 at 05:34 PM.
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