By default, the window is usually maximized. Click or tap the window resizer icon in the top-right corner of the screen. Press Ctrl, Shift, 0 to reset screen resolution to the default values.Īlso read: 11 Essential Chromebook Keyboard Tips You Need to Know 5.Press Ctrl, Shift, - to make everything smaller.Press Ctrl, Shift, + to make everything bigger.Once it’s smaller, use your mouse or finger to drag the window to the left or right side of the screen. Similar to phones and computers, Chromebooks also support a clipboard. The last 5 items that you’ve copied including images and text will be saved in the clipboard. You can access it by pressing the Search + V keys on the keyboard. Moreover, any screenshot that you take on Chromebook is automatically copied to the clipboard. This is an example of what we'll have by the end of this article TL DR: The best way to have MagicaVoxel models loaded into a Three.js scene is to export. There is currently no reliable library for loading. vox files (the default format used by the program), but exporting. Also, don't worry about your voxel palette and materials, as both are also exported by MagicaVoxel. My goal here is to learn (and share the knowledge of) how to load MagicaVoxel models into a Three.js scene. I want it to be efficient (i.e., I don't want lots of cubes with hidden faces) and I'd like to be able to see all the materials correctly displayed as well.įor some strange reason (at least for my present self), I first decided I should try directly loading. I googled for an existing library to do that because I didn't want to spend time figuring out how to parse models into meshes right now. This library, but it's been about an year and a half since it was last updated. Nevertheless, I decided to try it, but it didn't work. The library just threw an exception when I tried the sample code in the readme. It then occurred to me: why not just export a. obj file? It's a ludicrously well-known file format that's been around for ages. One of the things I was afraid was that MagicaVoxel was going to export several individual cubes that would be really bad for performance (lots of unnecessary triangles would need to be rendered). Thankfully, you will see that's not the case. to check if exported materials work as well.to confirm that exported meshes are efficient with respect to the number of triangles created.My second fear was that I was going to have a hard time trying to load all the materials correctly also wrong! MagicaVoxel merges voxels of a same object into a single mesh. Let's start with a 2x2x2 cube (.vox model here). obj and rendered in Three.js in wireframe mode: This is how it looks in MagicaVoxel:Īnd this is how it looks after being exported to. Rotate it a bit to understand how voxels were merged. Now let's make the model a bit more complex by removing one of the voxels of the cube: But how will it look if the model gets more complex? Cube with an eroded corner Every face of the 2x2x2 cube turned into a pair of triangles, proving MagicaVoxel did a good job exporting voxels into a single, efficient mesh. Notice that the object still is a single mesh, although now there are more triangles. Notice, however, that the triangle count is as low as possible for this object. Rotate it and try to come up with a better solution (i.e., with less triangles) for the L-shaped faces if you do, please don't forget to write a paper about it □. A mostly javascript-centric resource / links list on procedural content generation (PCG).Obj files is not the focus of this article as there are countless examples on the internet on how to do it. Please submit all PRs and issues on our GitLab page. An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. Video playback Effects/Filters (DirectX. A collection of shaders for MagicaVoxel to generate geometry, noise, patterns, and simplify common and repetitive tasks. Previously known as Super Look Up Tables 2D Lit Sprite shader for 2.5D art style using an orthographic camera □ A heavily customizable, fullscreen-compatible crosshair overlay for ReShade A generic post-processing injector for games and video software. Image and video processing shaders for ReShade (convolutions, GPU Horn-Schunk/Lucas-Kanade, etc.) A customizable, fullscreen-compatible crosshair overlay for ReShade When comparing prod80-ReShade-Repository and Erics-MagicaVoxel-Shaders you can also consider the following projects:
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