Search found 3 matches
- Tue Jul 16, 2024 2:16 pm
- Forum: Support and Development
- Topic: 3D rendering "clips" outside a very small depth range
- Replies: 4
- Views: 2225
Re: 3D rendering "clips" outside a very small depth range
I think I seem to have figured it out; CPML's mat4 module is column-major , while LOVE's Shader:send function is row-major as of 11.0 . I was following mostly love3d 's examples for this project, which used CPML, but those were made before 11.0, which is why they worked at the time while my code doe...
- Tue Jul 16, 2024 1:59 pm
- Forum: Support and Development
- Topic: 3D rendering "clips" outside a very small depth range
- Replies: 4
- Views: 2225
Re: 3D rendering "clips" outside a very small depth range
Projection matrix should be present; I create it with CPML like cpml.mat4.from_perspective(160, love.graphics.getWidth() / love.graphics.getHeight(), 0.1, 1000.0) and pass it into the vertex shader as projShader:send('u_viewproj', (v * p):to_vec4s()) (after multiplying it with my view matrix). (For ...
- Mon Jul 15, 2024 6:26 pm
- Forum: Support and Development
- Topic: 3D rendering "clips" outside a very small depth range
- Replies: 4
- Views: 2225
3D rendering "clips" outside a very small depth range
Hello! I've been trying to do simple 3D rendering with LOVE, and have gotten pretty close, but got stuck on a certain issue. For some reason, the mesh seems to very weirdly clip on depths too high or too low; additionally, perspective projection seems to not behave correctly with the camera's Z valu...