According to the news article I can see the reference result for Test_Voxelizer.
The small house is voxelized in a solid way for normal and albedo.
I've ensured being on master and noticed that something was not right.
As I don't know anything about the algorithm behind the voxelization I can't debug this at the moment myself.
My first assumption was a possible regression. I went back in time to 2019 and tested some git states from the time, this article was written.
But starting from the moment the debug visualization mode was added, this bug is present on my machine.
Test performed on Win 10, GL3+, RTX 2070 in case this depends on the used graphics library.
It would be interesting to hear from other ogre users if they experience the same. Just start Test_Voxelizer and cycle through the debugging with F2.
With a small experiement I can even make it worse. I've increased the resolution from the default 128^3 to 256^3.
Code: Select all
mVoxelizer->autoCalculateRegion();
mVoxelizer->dividideOctants( 1u, 1u, 1u );
mVoxelizer->setResolution( 256u, 256u, 256u );
The voxelized result is only a corner of the scene.
Now If i press F8 twice, I get this:
It's more complete but still as holes. Could it be a timing issue? Maybe the storage process is incomplete?
Sometimes I feel like the QA department here.
EDIT: This issue occurs only with GL3+. Direct3D11 shows something completely different which looks like the reference picture.