Search found 8 matches
- Wed Sep 09, 2015 8:42 pm
- Forum: Support and Development
- Topic: GL Depth testing
- Replies: 5
- Views: 3152
Re: GL Depth testing
I'm okay with having 1-bit alpha though which can be achieved with the shader. I want do do it to try to avoid having to sort thousands of sprites in a Lua-table and to save drawcalls. Instead I would merge all (static) sprites to one mesh per texture. And let the hardware perform depth test. In my ...
- Wed Sep 09, 2015 3:54 pm
- Forum: Support and Development
- Topic: GL Depth testing
- Replies: 5
- Views: 3152
GL Depth testing
Is there a way to enable GL depth testing?
I can move vertices in 3d with the help of a vertex shader but there is no depth testing.
I guess that is what love3d (https://github.com/excessive/love3d) is doing.
I can move vertices in 3d with the help of a vertex shader but there is no depth testing.
I guess that is what love3d (https://github.com/excessive/love3d) is doing.
- Tue Jul 01, 2014 12:20 pm
- Forum: Libraries and Tools
- Topic: Oysi's 3D Rendering & Physics Engine
- Replies: 127
- Views: 92765
Re: Oysi's 3D Rendering & Physics Engine
Thanks for the answer.
Not sure how to do a depth buffer without sampling from a canvas and writing to it.
Do you know of any other solutions?
Not sure how to do a depth buffer without sampling from a canvas and writing to it.
Do you know of any other solutions?
- Mon Jun 30, 2014 2:19 pm
- Forum: Libraries and Tools
- Topic: Oysi's 3D Rendering & Physics Engine
- Replies: 127
- Views: 92765
Re: 3D Rigid Body Physics
Awesome stuff! There are these strange artefacts that occur when you write to the same canvas you are reading from, from a shader. Meaning that when I get the depth and match it against the depth already stored, I get problems when I write the stored depth back into the buffer/canvas. Have you found...
- Mon Oct 15, 2012 4:03 am
- Forum: Libraries and Tools
- Topic: Jumper : 2D Pathfinder with Jump Point Search (v.1.8.1)
- Replies: 97
- Views: 62093
Re: Jumper : 2D Pathfinder with Jump Point Search (v1.5.1)
Okay I see. Was expecting that, just thought I could ask to be sure.
This is the behavior I was aiming for. But I guess A* can't do that, am I right?
As a workaround I think I could split up all tiles so the are two tiles and offset by 0.5 to simulate those lines.
This is the behavior I was aiming for. But I guess A* can't do that, am I right?
As a workaround I think I could split up all tiles so the are two tiles and offset by 0.5 to simulate those lines.
- Sat Oct 13, 2012 6:54 am
- Forum: Libraries and Tools
- Topic: Jumper : 2D Pathfinder with Jump Point Search (v.1.8.1)
- Replies: 97
- Views: 62093
Re: Jumper : 2D Pathfinder with Jump Point Search (v1.5.1)
Thank you for the awesome work!
I was just wondering about something.
Would it be possible to have obstacles that are just lines along the grid lines?
I was just wondering about something.
Would it be possible to have obstacles that are just lines along the grid lines?
- Mon Aug 06, 2012 6:28 am
- Forum: Support and Development
- Topic: Scaled up retro low res graphics issues.
- Replies: 10
- Views: 5623
Re: Scaled up retro low res graphics issues.
Thanks for the suggestions. I will experiment a bit when I have more time. But for now it seems like I will avoid the particle system all together and just round the sprites positions to whole pixels. Most of the sprites are already correctly placed and will not move since they are just tiles. It's ...
- Thu Aug 02, 2012 10:16 am
- Forum: Support and Development
- Topic: Scaled up retro low res graphics issues.
- Replies: 10
- Views: 5623
Scaled up retro low res graphics issues.
This is my first post on this forum so I just want to thank Löve and it's community. Thank you all! :D I've had this thing that always annoys me when it comes to recreating retro feeling in graphics. Normally you just scale up some graphic using nearest neighbor interpolation so one pixel in the gra...