#"Gaps/Seams between voxel blocks using block_mesh on Windows 10"

10 messages · Page 1 of 1 (latest)

waxen eagle
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I suspect it's a precision issue or MSAA artifacts causing gaps between. I'm used block_mesh 0.2.0 and Bevy 0.14. We are currently using Vertex Colors instead of Texture Atlas. The image is attached. You should understand the problem when you see the image. I am bothered by the image in the picture. I am making a voxel game and I want to capture the perfection of blocks like in Minecraft.

tribal fable
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this has nothing to do with precision or MSAA — it looks like your faces have the wrong winding order and are being culled as back-faces

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when building a mesh you need to make sure that each triangle has its vertices in a counterclockwise order when viewed from outside the mesh

desert niche
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that, or your mesh provides normals that are flipped.

tribal fable
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flipped normals will mess up lighting but not create holes

desert niche
tribal fable
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"some implementations" of what? GPU APIs don't do that, but I can imagine some mesh file formats / editors might

tribal fable
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sorry, I mean, implementations of what system/standard

waxen eagle