> Although i haven't wrapped my my head around any optimalisation, i've realized yesterday that the total amount of spatial voxel arrangements with that 3x3x3 grid is 98 instead of 26...:o
> 26 faces
> 48 edges
> 24 points
> All those 98 combination can be brought back to 26, but choices will have to be made...
I think choice (3) was the one to go with... at least it would further reduce the uncalculated voxels, and maybe other special-cases can be found to solve some of those remaining uncalculated? It is an iterative process.
I am moving my coding effort to abscnc again.:cool:
these underside voxels will have to wait a litle while. :eek:
You can't expect miracles from voxel models. The right time to calculate normals is when you are working with polygons.
Converting from poly models to voxel models is typically a lossy conversion. There is usually information lost. This means that without this detail, it is difficult to do more than a general job.
Hopefully this voxel auto-normalising will help people doing their own voxels in the voxel editor, but in the the algorithm won't guess right all the time, and may need the finishing touches by hand.
Making voxel models is still the job of an artist :o