https://d3x0r.github.io/IsoSurface-MultiTexture/This needs almost a whole user manual
Some important things I should point out - Show Edges - draws the wireframe model; this is sometimes generated as a quad of line segments - so it misses a triangle across; it was assumed that the intersection through 4 edges was flat; it is not. But! Show Edges allows to show where water is transparent(for instance)
( This needs Multi-pass to render solid, and then transparent/liquid phases; but it's just a simple demo )
The inflation slider, when in a normalized position, allows inflating and deflating the land; which for a landscape game could be applied for solid and liquid phases. (A different game entirely)
But; 1:10, 1:1, 10:1 scaling options are fixed cube position things... making all the computations digital instead of analog... Minimize/Maximize even moreso... My first pass at smooth-ish rendering is sort of like maximized mode - which pushes out edges, and causes some dimpelling... Minimize is a totally opposite effect, making inner corners inset instead of out-set...
Stylistically I like the 1:1 , with edges.
I was going to do a custom index-blackvoxel.html which reduces the terrain texture (except where there is specular light reflection, and a black surface with a grid. )
I did have to scale/bias the grid because on maximized/minimized initially, the planes at 0, 1, 2, 3, etc, are all exactly on one of the axis lines so the whole faces lit up with the grid-glow; I believe this is an improper style... but depending on where you scaled (well the previous message has the grid render - on some of the things you can see the purple sort of over-glow - like on the back of 'terrain' input data with 'outside' enabled (which closes in the bottom, and generates just random data... (random is worst case for input; the functions make nice smooth curves, the scaling 1:1 sort of options normalize randomness... (but really sort of make it a flat plane).
I think instead I can measure the face normal and de-emphasize the axis that the plane is aligned on... (scale by 1-normal )
Hope you all are well!