Builds a continuous mesh displaced by a greyscale heightmap - a different technique from
createTileGrid3D's discrete, per-cell elevation columns, for a game wanting rolling
ground instead of stepped blocks.
Takes already-decoded pixel bytes rather than a URL Babylon would fetch and decode
itself, the same shape parseVox already takes raw bytes rather than a path: decoding an
image is mwg/assets'/a game's own job (a loaded texture read back through a canvas, or
any other decoder), keeping this module - like every other loader in mwg/3d - ignorant
of where its bytes came from and safe to call from file:// without touching the network
itself.
Builds a continuous mesh displaced by a greyscale heightmap - a different technique from
createTileGrid3D's discrete, per-cell elevation columns, for a game wanting rolling ground instead of stepped blocks.Takes already-decoded pixel bytes rather than a URL Babylon would fetch and decode itself, the same shape
parseVoxalready takes raw bytes rather than a path: decoding an image ismwg/assets'/a game's own job (a loaded texture read back through a canvas, or any other decoder), keeping this module - like every other loader inmwg/3d- ignorant of where its bytes came from and safe to call fromfile://without touching the network itself.