Posted November 14, 2024 by untodesu
#rendering #translucent #transparent #blending #opengl
It’s that time of the month again when my inspiration is through the roof!
The feature is not yet in a public test release so you’d have to build the game yourself and run the server alongside it (a new voxel ID always marks a new protocol version since the server doesn’t do voxel registry checks yet).
How does it work
Be advised: tech language ahead :D
The voxel registry supported blending flags already, however it wasn’t a thing for rendering and meshing. The way I implemented blending is by adding a separate mesh for each chunk and rendering it with different parameters twice.
Both times the mesh is rendered with blending enabled; first time only back-faces are rendered, second time only forward-faces are rendered, making voxels look decent.