Voxels now use 16-bit by default on the SDF and TYPE channels
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@ -116,7 +116,14 @@ inline real_t raw_voxel_to_real(uint64_t value, VoxelBuffer::Depth depth) {
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const char *VoxelBuffer::CHANNEL_ID_HINT_STRING = "Type,Sdf,Data2,Data3,Data4,Data5,Data6,Data7";
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VoxelBuffer::VoxelBuffer() {
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_channels[CHANNEL_SDF].defval = 255;
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// Minecraft uses way more than 255 block types and there is room for eventual metadata such as rotation
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_channels[CHANNEL_TYPE].depth = VoxelBuffer::DEPTH_16_BIT;
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_channels[CHANNEL_TYPE].defval = 0;
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// 16-bit is better on average to handle large worlds
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_channels[CHANNEL_SDF].depth = VoxelBuffer::DEPTH_16_BIT;
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_channels[CHANNEL_SDF].defval = 0xffff;
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// TODO How many of these can be created? Make it optional?
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_rw_lock = RWLock::create();
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}
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