So a few things… it seems MagicaVoxel .vox expects +z to be “up” and +y to be “forward” so the model is on its face. The model itself wasn’t placed near 0,0,0 so its a bit off to the side: look to the top right of the viewer to find the model. The mesher is not yet optimized, it creates a face for each side of each voxel and even creates voxels that would be hidden by other voxels. I can turn faces off and hide voxels entirely but the logic isn’t implemented to decide which faces to hide and which voxels to skip.
I am coloring each voxel face using the vertex color option. I’m trying to avoid making textures and materials and uv mapping. I add a material to the whole mesh to remove the specular highlights which seems to be working.
And when I try to implement the exact same code in my game I get a whole bunch of WebGL errors in my console:
[.WebGL-0x7f9fc1475e00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
babylon.js:1 WebGL: INVALID_OPERATION: uniform3f: location not for current program
Now for some questions for you guys!
How can I make a self illuminating and light emitting voxel in one solid mesh? for instance how can I make “glowing” voxels that are part of the single mesh without materials or texture mapping?
I think it’s possible with sub-meshes for the light emitters then those meshes wouldn’t be part of the mesh vertex data and that definitely gets harder to track…