basically, yet another voxel engine. Do not expect fancy techniques, I am happy with having some cubes on screen.
- single file shader pipeline.
- improve error reporting
- add common text (uniforms and shading version)
- tessellated terrain.
- fix issue with the two triangles, one up, one down. (is there a way to identify triangles from the same primitive quad?) dot product to the rescue!
- create side quads. end the cubes.
- fix anoying gaps in between different detail chunks.
- with vertical borders going down?
- with progresive degradation of the alignment of the cubes. next to the border they are almost the flat.
- non linear interpolation for the tessellation level, I want it to change fast at short distances but not so much in the larger distances.
- do not generate cubes for levels < 64 or 32. those are just elevation.
- pass recomended minimun detail for a chunk. a peak should never turn flat.
- analyze input to see what is the recomended detail level.
- synthetise normal. use it to cull 2 faces from each cube
- feedback buffer. we dont want to tessellate all the time, some oclusion would be nice
- ssao, somehow
- create pipeline infrastructure... is about time
- performance counters
- draw graph overlay