Could you post a .love file to showcase this?
Texturing Meshes at an Angle
Re: Texturing Meshes at an Angle
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: Texturing Meshes at an Angle
Press ↑,↑,→ to go to the actual experiment.
Next i will try to do the same with Quadrilateral but it will be hard math.
Next i will try to do the same with Quadrilateral but it will be hard math.
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Re: Texturing Meshes at an Angle
The problem is it's still not perspective. Note that the squares at the "far" top end are still the same height as the ones at the "close" bottom end.MasterLee wrote: ↑Tue May 23, 2017 6:30 pm Finally i found an solution to render trapezoid
Bildschirmfoto von »2017-05-23 20-26-04«.png
i used following data: (x,y)(s,t,p)Then in the fragment shader i divide s by pCode: Select all
((-1,-1),(0,0,1)), ((-.1,+1),(0,1,.1)), ((+1,-1),(1,0,1)), ((+.1,+1),(.1,1,.1)),
Re: Texturing Meshes at an Angle
I did the non perspective on purpose because it is more difficult and was the one i wanted.
Perspective quad would be easier.
That was not what i wanted: I wanted the following: Btw.: What about an if CGA Cards have 3D acceleration jam
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Re: Texturing Meshes at an Angle
from the cpml github page
How exactly does one require a git repo in a lua script -_- Do I require the /modules directory?Clone the repository and require it, or if you prefer luarocks: $ luarocks install --server=http://luarocks.org/dev cpml. Add --tree=whatever for a local install.
Re: Texturing Meshes at an Angle
Is it just me, or is something off about how it stretches things? Like the bottom is too stretched out. This is how it would look like in a proper perspective way (using pers.lua)
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: Texturing Meshes at an Angle
It is just you:
You have 16:9 i have 4:3 screen aspect ratio.
Furthermore the upper part of your quad seems to have an depth of 9 while mine has an depth of 10. (Assumed that both start at depth 1)
That is why mine shows so stretched, it is simply not the same viewing angle and position.
Also you Texture has 19 rows where mine has only 16
Re: Texturing Meshes at an Angle
Sorry for necroposting, but is there a version that works on Android build of love2d?
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