Search found 15 matches
- Sat Nov 02, 2019 8:08 am
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 508660
Re: Groverburger's Super Simple 3D Engine - v1.3
Still understanding how it works and have some points to share. One could use https://love2d.org/wiki/Mesh:setVertexMap to reduce the number of vertices in an attempt to save time. Aside the code changes to get the book-keeping right Vertices will have to share coordinates, normals and textures This...
- Thu Oct 31, 2019 9:57 pm
- Forum: General
- Topic: newMesh and polygons
- Replies: 9
- Views: 7953
Re: newMesh and polygons
So I guess this means there is no interest to add support for GL_LINES.
They can be useful to draw directions, normals without having to create half a dozen of triangles...
They can be useful to draw directions, normals without having to create half a dozen of triangles...
- Mon Oct 28, 2019 9:38 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 508660
Re: Groverburger's Super Simple 3D Engine - v1.3
Thank you for the explanation. Am I reading your answer to 4) right? The pixel shader is run for "all pixels" of each triangle? I guess with some sort of discrete step. And since there are only 3 vertices, as you say to compute the normal on each pixel, (using the data coming from the vert...
- Sun Oct 27, 2019 8:39 pm
- Forum: General
- Topic: newMesh and polygons
- Replies: 9
- Views: 7953
Re: newMesh and polygons
I am trying to draw 3d shapes with a custom shader applying a perspective transformation. I am not sure how this would work with love.graphics.line / polygon. Probably the only solution is to draw a thin parallelepiped or a non-culled set of triangles. I can read elsewhere of the issues around GL_LI...
- Sun Oct 27, 2019 6:39 pm
- Forum: General
- Topic: newMesh and polygons
- Replies: 9
- Views: 7953
Re: newMesh and polygons
I have tried something as trivial as adding 3 new mesh draw modes (see https://bitbucket.org/audetto/love/commits/12e6f973d2864768af77b0ecb7ede2372271c29a) and it does behave as expected. Moreover adding glLineWidth(2); glEnable(GL_LINE_SMOOTH); in Graphics::draw() allows to change the size. (this i...
- Sun Oct 27, 2019 8:14 am
- Forum: General
- Topic: newMesh and polygons
- Replies: 9
- Views: 7953
Re: newMesh and polygons
And aliased lines?
Is this a limitation of newMesh or of OpenGL?
Is this a limitation of newMesh or of OpenGL?
- Sat Oct 26, 2019 8:12 pm
- Forum: General
- Topic: newMesh and polygons
- Replies: 9
- Views: 7953
newMesh and polygons
Hi, I was wondering if it is possible to use newMesh to draw 1) lines and 2) polygons The only "MeshDrawModes" available are for triangles. When the polygons are filled with a texture it does not really make any difference whether they are many triangles or a single polygon, but for lines ...
- Sat Oct 26, 2019 6:34 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 508660
Re: Groverburger's Super Simple 3D Engine - v1.3
And I have a couple of comments 1) the color passed to newModel is never used, while I think it was meant to be used in the call clear() at line 50 2) trying the culling with the example and noticed an issue with which faces of the tetrahedron. they are not defined in counter-clockwise order and the...
- Sat Oct 26, 2019 1:13 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 508660
Re: Groverburger's Super Simple 3D Engine - v1.3
I think this is fantastic! I personally tried to write a pure-lua 3D engine and clearly hit some performance issues. Your looks amazing, and all in 400 lines of code. There is "only" one thing I really struggle with and it is the shader (as you can understand I am new to open gl). How do I...
- Wed Jul 30, 2014 8:18 pm
- Forum: General
- Topic: How to debug a game
- Replies: 3
- Views: 2842
Re: How to debug a game
Hi, What I guess I am really after is some way of recording the dt of a run and replay them exactly in a second run, maybe adding some stepping each update, breakpoints after N updates... or maybe a lot simpler I just fix the dt to a fixed value. in this case it is pc vs pc, so there is no input fr...