Understood. Please note Voxel Farm's rendering uses OpenGL. That means your application will be using OpenGL. The Voxel Farm SDK contains an example of how the renderer is used. The example project is VoxelFarmDemoBundled This example loads a bundle exported from Voxel Studio and renders the scene. You will see the graphics part of the engine is rather simple to set up. You need this call to set up the window that will contain the render: VoxelFarm::GL::CreateGLWindow("VoxelFarm GL Demo", xres, yres, 32, VoxelFarm::GL::fullscreen, WndProc, false, hostHWND)
If you have questions about the parameters we can provide more info.
You must have calls to configure the render settings, load shaders and load voxel material textures.
Then, in your application's message loop, you must call the engine to render a frame:
In order to render your custom objects, you will receive two callbacks from the rendering engine: VoxelFarm::GL::beforeRender and VoxelFarm::GL::afterRender
Here you are in OpenGL land, so you can use your own GLSL shaders and custom geometry.