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Tag Archive for c++openglglslshaderraymarching

Raymarching multiple cubes/voxels

I’ve been working on a simple voxel raymarcher in OpenGL. I’ve got a pretty crude system of passing the center positions of my voxels to the fragment shader through the use of Buffer Textures. My main problem is rendering them properly. Rendering a single voxel is fast and works well, but I want to render multiple. I couldn’t find much online so I came up with this system: