ModelLoader

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Ref
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Posts: 702
Joined: Wed May 02, 2012 11:05 pm

Re: ModelLoader

Post by Ref »

Have used conf.lua files before but I definitely have a problem with your conf.lua file.
If I put it in any of my other working shader programs, I get the same error that my system doesn't support shaders.
I'm on Windows 7 and using Love 9.1.
EDIT: Found out what my system didn't like about your conf.lua file.
If I remove:

Code: Select all

t.window.fsaa = 4
everything works OK.
EDIT2:
Setting the following also works on my machine (disabling fsaa):

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t.window.fsaa = 0
Really don't appreciate the interaction of fsaa and shaders.
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Zilarrezko
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Posts: 345
Joined: Mon Dec 10, 2012 5:50 am
Location: Oregon

Re: ModelLoader

Post by Zilarrezko »

Ref wrote:Have used conf.lua files before but I definitely have a problem with your conf.lua file.
If I put it in any of my other working shader programs, I get the same error that my system doesn't support shaders.
I'm on Windows 7 and using Love 9.1.
EDIT: Found out what my system didn't like about your conf.lua file.
If I remove:

Code: Select all

t.window.fsaa = 4
everything works OK.
EDIT2:
Setting the following also works on my machine (disabling fsaa):

Code: Select all

t.window.fsaa = 0
Really don't appreciate the interaction of fsaa and shaders.
Huh... how interesting, wouldn't guess fsaa... maybe something in your graphics card options like catalyst control center or whatever Nvidia uses?. I'll disable it to 0 by default. The only reason I left it is because I didn't see a frame drop when I had it at 4. I'll change that for future games. Sorry this was a hassle man, I'll change it for future updates. Infact I tune down a lot of things, I still haven't gotten to optimizing yet, But thanks for letting me know what the problem was.
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Zilarrezko
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Posts: 345
Joined: Mon Dec 10, 2012 5:50 am
Location: Oregon

Re: ModelLoader

Post by Zilarrezko »

Alright got to some implementation of the model viewer, Updated the Latest Checkpoint. It's not much to be honest. If anything, I have more problems now than before. So I'm not going to release the code of it yet, even though I'm sure anyone can get from last point to this point easily.
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artofwork
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Posts: 91
Joined: Mon Sep 15, 2014 1:17 am
Location: East Coast USA

Re: ModelLoader

Post by artofwork »

Nice work!!
This was exactly what i was looking for, for my project, i can't load the shaders myself because im on an old system but i just changed in init

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effect = gfx.newShader("shader.glsl")
to

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effect = love.graphics.setShader()
and

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UIsml = gfx.setNewFont("_bin/_fonts/segoeui.ttf", 14)
UImed = gfx.setNewFont("_bin/_fonts/segoeui.ttf", 20)
UIlrg = gfx.setNewFont("_bin/_fonts/segoeui.ttf", 30)
to

Code: Select all

UIsml = love.graphics.newFont("_bin/_fonts/segoeui.ttf", 14)
UImed = love.graphics.newFont("_bin/_fonts/segoeui.ttf", 20)
UIlrg = love.graphics.newFont("_bin/_fonts/segoeui.ttf", 30)
and was able to atleast see the wireframe which i am more then happy about :)

I'm not trying to steal your code I just want to learn how you were able to project objects without them being obscured by the camera
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Zilarrezko
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Posts: 345
Joined: Mon Dec 10, 2012 5:50 am
Location: Oregon

Re: ModelLoader

Post by Zilarrezko »

Go ahead and use the code at your leisure. Pretty much at a stopping point though. Because I can't figure out how to optimize it more, and can't figure out how to get textures to behave, but I may just use quads instead of triangles; It's probably better for performance. And a whole bunch of other little things.

But all in all it was a nice little project I made of it, just wish I could have done more with it. Just trying to branch out and learn as much as I can about concepts and the like. Just to make my time in college easier, by learning concepts earlier. To be honest though, it's mostly a mash of code from Keith Peters, Oysi, Jamie King (not really, but he introduced a couple concepts). Munkee Bacon (BaconHawk in the forums), made the transition from Lua to Löve2D a smoother one.

Btw news for everyone, I did make a repository on github, and I'll try and find the specific videos that I got concepts from.
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