I have a fix ready, but I decided to take the chance and switch my renderer from left handed to right handed z coords. (At the beginning of the project I handeld a lot of left handed qb files, because this is what zoxel and magica voxel export to, but nowadays I handle more right handed z coords, even Trove uses right handed z coords, but they released the tools to export qb files after I made my IO implementation. But I think its worth to do the chance now.)
Sadly this will break compatibility to other voxel formats (because I made the assumption that Magica Voxels qb implementation is correct). So this requires some more work. The actual fix was quite simple, but now that I’ve changed the renderer to right handed z coorfs I have to change the IO of all other formats too to import to right handed coords and this stuff all needs a lot of testing to assure that I handle all orientations consistently even when all formats are defining their orientation in a different way.
I think I push the update that fix this sometime tomorrow. It should be ready right now, but I’m to tired to do some high quality testing…