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Alik wrote:I'm sorry, I miscommunicated. What I meant was that, rather than using the Ogre head mesh to generate voxels, and then using the voxels to generate polygons, instead break down the polygons in Ogre head mesh itself and embed them in the voxels you generate. So, the exact polygons from the Ogre mesh persist, and are split up when the voxels they are embedded in break. So in the case of the model with no voxels removed, it should look exactly the same as the plain rendered Ogre head mesh. Does this make sense?
Chaster wrote:You've probably already seen this (and maybe it's in this thread already..) but Google for "3d texture generation" brought up:

esuvs wrote:The problem comes when you start destroying it, the triangles from marching cubes wouldn't line up with with the initial triangles which would cause cracks.






nikki wrote:Wow! That looks really cool! Nice work. Keep it up.
And also, seeing that you are working with Vista, I wanted to ask you a Vista related question since I am going to transfer all my stuff to my mom's laptop for the summer vacations, which runs Vista (not the summer vacations, the laptop): Are there any compilation issues or any things to keep in mind when running, building or using Ogre under Vista?
nikki wrote:Wow! That looks really cool! Nice work. Keep it up.
And also, seeing that you are working with Vista, I wanted to ask you a Vista related question since I am going to transfer all my stuff to my mom's laptop for the summer vacations, which runs Vista (not the summer vacations, the laptop): Are there any compilation issues or any things to keep in mind when running, building or using Ogre under Vista?



jorrit5477 wrote:I do really love the name of your engine!
And it also looks great!


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