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Thanks! The only thing that uses triangles directly is the grass (I could do some shader magic and perhaps render all the grass on a single quad, but it probably would not be worth it in terms of performance or visual results). Everything else is ray cast. It renders voxel data to a 2D render target, and does path tracing on that target to get the results. It more or less all happens in texture memory/FBOs with shaders. :) I will try to provide more details time willing! (Not much free time these days obviously :D)



ray casting or ray marching?

I ask as I've done a bit of fractal rendering using distance-estimators before.


I hate to say it but I always misuse the terms. It uses marching.




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