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Just thought I post that I'm not dead. With the weather becoming nice, I'm becoming busy with my job. So I have less free time working on this project. That said....
Ford--I don't know if you're still working on this, but I'm interested in the work you've done.
I'm considering a DX/OpenGL conversion of the graphics engine, where I might convert the .cvr files into a vertex format.
Did you ever get anywhere with the normals?
That makes me suspect the normals may be calculated rather than stored in the file, along the lines of vertex formats that don't contain normals.
Or--I haven't looked at the data yet, do parts correspond to planes?
If so, there are a few ways that could be accomplished. One would be using the direction vectors to the next voxel themselves to compute the normals--if you take the position of the previous voxel, the current voxel, and the next voxel in that chain, that gives you 3 points to define a plane with the normal being perpendicular to it. Another possibility would be once the voxels are loaded, to give each voxel a normal based on the N nearest voxels to it. In either case, the 11 bits you haven't identified could contain material information--how reflective the material was, etc. It could even have something to do with palette stepping, since this is shading going on in a very restricted color space.