Comments (3)
Take a look at mrdoob/three.js#751 Since multimaterials are not available anymore that util will create multiple meshes sitting on each other to fake it. So I bet just doing a flat texture with a 1px outline would be a lot faster.
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cool! using flat textures for now and it works pretty well:
except it looks like the mipmaps are still messed up:
from voxel-texture.
I tried a bunch of stuff to get a wireframe mesh overlaid on a surface mesh to no avail. Kept getting WebLGL errors. It would be a neat feature to have later though.
Re: the mipmaps, with a red texture next to a blue texture, eventually when the atlas is scaled down for a certain mipmap level the red and blue will have to merge. Giving you the above reddish blue in the distance. Since most of your displayed textures are blue, at that level the mipmap should really just be blue. You can manually set the mipmaps to achieve this, take a look at this example: https://github.com/mrdoob/three.js/blob/master/examples/webgl_materials_texture_manualmipmap.html#L125
FWIW, I'm planning on writing a mipmap module that will handle this in the future.
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Related Issues (15)
- wont work with large numbers of voxels HOT 3
- Handle transparent voxels here with double sided materials HOT 1
- update/publish package version on npm and package.json HOT 1
- [perf improvement suggestion] dedupe materials HOT 14
- Ability to load prebuilt atlas HOT 3
- When atlas expands texture can grow to become not power of 2 HOT 1
- sparse materials arrays HOT 1
- Ability to paint by coordinate (setBlock) HOT 2
- Paint BG of atlas black. HOT 1
- Support for transparent textures HOT 6
- Rollup can not build script, due to disallowed `delete` for strict mode. HOT 1
- Support for larger textures: 32x32, 64x64 HOT 1
- Add Sprite Map support HOT 1
- Animated Textures
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from voxel-texture.