Search found 3 matches
- Thu Dec 04, 2014 5:48 am
- Forum: Libraries and Tools
- Topic: 3D Proof of Concept
- Replies: 10
- Views: 8697
Re: 3D Proof of Concept
The part I'm most interested in is the pixel depth shading. (Texture clipping when models overlap) This is the first time I've seen it done in Löve. I'd be interested in seeing a real stress test however. How would it handle a large scene with many models? About as well as any 'real' 3D game, since...
- Wed Dec 03, 2014 9:19 pm
- Forum: Libraries and Tools
- Topic: 3D Proof of Concept
- Replies: 10
- Views: 8697
Re: 3D Proof of Concept
The example I posted has two meshes (two chests).Tjakka5 wrote: Can you also provide a example with multiple 3d objects?
Could you clarify what you mean by alpha? Do you mean transparent textures? Could you provide a screenshot of what you mean?Tjakka5 wrote: And maybe even some with alpha and the such?
Thanks
- Wed Dec 03, 2014 4:57 pm
- Forum: Libraries and Tools
- Topic: 3D Proof of Concept
- Replies: 10
- Views: 8697
3D Proof of Concept
3D Proof of Concept https://love2d.org/imgmirrur/Ys864hU.png Recently, I've been hacking on a small 3D proof of concept. Here are some bullet points: * Includes a very (very) basic WaveFront OBJ loader * Works with Love 0.9.1 out-of-the-box * Uses Luajit's FFI to enable/disable OpenGL's depth testin...