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procworld.blogspot.com
| | www.reedbeta.com

Pixels and polygons and shaders, oh my!
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| | blog.danielschroeder.me

This is the first of two posts about a renderer I have been developing, focusing on what I've built and how it works. The second post discusses why I've built it and my plans for the future. I've been developing a custom real-time renderer which uses very small voxels to produce a distinctive visual style [...]
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| | 0fps.net

Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this...
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| | webglfundamentals.org

How to simulate a 3D texture in WebGL
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