Ogt_mesh_from_paletted_voxels_polygon: will polygonize and triangulate connected voxels that are of the same color. It will generally produce t-junctions which can make rasterization not water-tight based on your camera/project/distances. Ogt_mesh_from_paletted_voxels_greedy: uses a greedy box-expansion pass to replce rectangular regions of voxels of the same color with a larger polygon that covers the box. Ogt_mesh_from_paletted_voxels_simple: returns the most naieve mesh possible, which will be tessellated at voxel granularity. This module contains 3 routines for converting paletted voxel grid data to triangle mesh data. ogt_voxel_meshify: converts voxel grid data to triangle mesh data If there is interest, do let us know in the Issues section. ROBJ chunks are not supported in any capacity for now. Chunks written by earlier versions may not be decoded accurately. CAVEAT: loading of MATL chunks are most accurate when written by recent Magicavoxel versions (0.99.6.2 and 0.99.6.3 at time of writing). MATL/ MATT are not yet merged, but it is expected to come in a later change. MagicaVoxel-file-format-vox-extension.txt.The reader, writer and merge functionaliy supports the most relevant chunks as described here: Include ogt_vox.h directly from one of your C or CPP files: In the future, I might add a more holistic algorithm that prioritizes allocation to the final palette of colors based on their distance from other colors. If you want to simply replace the merged file with a very specific palette, you can provide that to the merge function too. It should always work, but it may not give a good color fit if the voxel files you use most of their colors and have their own very different palettes. If you need to combine multiple files with completely different palettes that have only a few entries used, then this may also be for you! If you find yourself needing to combine multiple files with very similar but non-identical palettes then this is probably the tool for you. If they have different palettes, the merger will do closest-color matches to try preserve the original colors in the output file. You can then merge them into a single ogt_vox_scene and save it out. vox files simultaneously to obtain multiple ogt_vox_scene structures. vox though because they will not preserve all the chunks within the original. The files are usually smaller than the source. My own testing involved going through all of my on-disk vox files, and verified they load in MagicaVoxel 0.99.3-alpha. When saved out to disk, it'll be loadable in MagicaVoxel. The C++ writer for MagicaVoxel's vox file format takes a user-constructed ogt_vox_scene structure and serializes it to. This can allow your artists to use MagicaVoxel as a level editor, or simply a tool for managing a kit, palette of module-set to be used within levels or objects within your own editor. I also use it in an in-engine wizard to import all instance/scene data into your own engine scene format. vox files and turn them into triangle meshes in my engine's importer/cooker. I use this library to deep-reference models in. access transform keyframes for instances / groups.access model-swap keyframes for instances.access layer, group and visible/hidden state for instances / groups.access the palette colors and materials.
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