Author Archives: admin

Basic4GL on Android

A break from the sparse voxel octree stuff… This is probably the first significant thing I’ve done with Basic4GL in years. What you can see is the result of Basic4GL op-codes running on the C++ Basic4GL virtual machine which runs … Continue reading

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SVOs and back-face culling

Consider a green forest canopy over a brown dirt forest floor. The voxelisation process will convert it to a sheet of brown voxels, with a sheet of green voxels over the top. As it calculates the down-sampled versions for the higher … Continue reading

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Colour compression results

Here’s the result of the modified DXT1 colour compression experiment: The left side is standard DXT1 texture compression. The right side is the modified version, which involves shortening the reference colours to 15-bits and using the 2 spare bits as an “exponent”. The … Continue reading

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Colour compression

What happens when you change your colour compression logic without updating the decompression code…

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Floating point DXT1 texture compression (sort of)

DXT1 texture compression Take a look at this: The colours in the shadowed parts look horrible. This is because the colour data is compressed with DXT1 texture compression, which stores a block of 16 texels in 64 bits as two 16-bit reference colours … Continue reading

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Voxelising polygon models by rendering slices

Background I’ve had some success with combining voxel ray-casting and traditional polygon rendering in the same engine. A sparse voxel octree works very well for medium to far (to very far) content due to the built-in general-purpose level of detail … Continue reading

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