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shama avatar shama commented on June 26, 2024

First off, that looks like it's going to be rad. :D

Think about the voxel mesh this way. Every voxel in a mesh does not have 6 sides. If a voxel mesh had 6 sides, it would be a single voxel floating on its own. If you put 2 voxels meshed next to each other, it will have 10 sides. The 2 touching sides between the voxels are ignored and don't have faces. Since there isn't a face, a texture isn't rendered. Thus you're looking inside of the mesh. A good way to visualize is to turn on wireframe mode.

@vogonistic has made the most progress on a solution: https://github.com/vogonistic/mineflayer-voxel/blob/master/transgreedy.js I'm planning giving it another go soon as well using his work.

The only tmp solutions I can think of now is don't use transparent textures or make everything cube geometry (I know these are really bad suggestions).

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christopherdebeer avatar christopherdebeer commented on June 26, 2024

Thanks @shama

You mentioned/suggested using cube geometries, but on the left of the example I used a cube geometry with a LineBasicMaterial({transparent: true, opacity: 0.3}) while I understand this isn't an issue with voxeljs do you have any idea why the sprite still isn't visible through the cube even though it's supposed to be transparent?

Thanks for your help all the same.

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shama avatar shama commented on June 26, 2024

I think there you just need to set the material to be double sided with: {side: THREE.DoubleSide}.

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snagy avatar snagy commented on June 26, 2024

You need to check your draw order and depth state for everything; make sure all the transparent objects render last, and render back-to-front if you want them to layer properly.

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max-mapper avatar max-mapper commented on June 26, 2024

any progress on this? I think @snagy's suggestion to render transparent objects last is a pretty common way of doing it, anyone know how hard that would be in three.js?

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