Ambient occlusion #58
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Ambient Occlusion
Implemented vertex level ambient occlusion for blocks with cube mesh representation.
There is a neighbor check performed on each vertex, thus making the mesher now super duper slow.
The more neighbors a given vertex has, the darker its color becomes.
The vertex color data could be influenced by light sources in the future and lighting could be calculated using floodfill.
Without
With
Problems
Additional sources
https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/