Re: Why Voxels? - XCC ForumRegister | Login | Search
History | Home | Messages

Why Voxels?DMS02:17 14-11-2001
Re: Why Voxels?ReaprZero07:01 14-11-2001
Re: Why Voxels?Olaf van der Spek18:39 14-11-2001
Re: Why Voxels?Godwin20:02 14-11-2001
Re: Why Voxels?DMS02:12 16-11-2001
Re: Why Voxels?Olaf van der Spek20:58 16-11-2001

> > and your mod, there're already 2 that have the idea

> Wow, from one sentence I said you already know exactly what my mod is and that it's being done already?

> > extra: anti aliasing.... now how are u gonna do that with SHPs? the edges will still be as edgy as ever, if u're talking about the colours, u're very wrong if u think it couldn't be done with vxls

> Edge AA is annoying, but can be 'faked' in some ways by having the content of the image AAed onto a background color similar to the background that will be used in the game. It works great, I do it all the time with web design and it's the same basic idea.

I don't think that'll work. You get the strange effect that also happens on TV sometimes, because the background will not always be the same.

> In any case, edge AA with sprites isn't a concern to me. I was commenting that as an image, a sprite can be AAed to have smooth details, highlights, and shadows. As far as this being done to voxels, I don't think it's possible unless the game engine itself somehow interpolated and smoothed the edges of the voxel blocks. That's because AA is perceptual to the angle of an object; it's not just a matter of 'blurring' colors together in the voxel itself.


Re: Why Voxels?Godwin12:27 17-11-20014
    Re: Why Voxels?Olaf van der Spek20:22 17-11-2001
        Re: Why Voxels?Godwin02:00 25-11-2001
            Re: Why Voxels?Slow Poke14:24 25-11-2001


Home | Post | Users | Messages