If you load the default demo ("main.lua" file as it comes with G3D), you can add this love.load function to get a bigger font:
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function love:load()
love.graphics.setFont(love.graphics.newFont(26))
end
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function love.draw()
-- 3D.
love.graphics.setDepthMode('lequal', true)
background:draw()
-- Drawing 2D content after 3D.
-- First disable depth testing AND depth writes, draw what you want.
love.graphics.setDepthMode()
love.graphics.setColor(0.7, 0.5, 0.8)
love.graphics.print('Behind the Earth', 430, 250)
-- Drawing 3D content after 2D.
-- Turn back on the depth testing AND depth writing.
love.graphics.setDepthMode('lequal', true)
love.graphics.setColor(1.0, 1.0, 1.0)
earth:draw()
-- 2D.
love.graphics.setDepthMode()
love.graphics.setColor(0.6, 1.0, 0.6)
love.graphics.print('Behind the Moon', 240, 210)
-- 3D.
love.graphics.setDepthMode('lequal', true)
love.graphics.setColor(1.0, 1.0, 1.0)
moon:draw()
-- 2D.
love.graphics.setDepthMode()
love.graphics.setColor(1.0, 1.0, 1.0)
love.graphics.print('In front of all', 270, 280)
end
https://github.com/love2d/love/blob/c82 ... ics.h#L955
Then when you require G3D, it changes that to GL_LEQUAL as seen here:
https://github.com/groverburger/g3d/blo ... it.lua#L59
PS2 while you can access raw OpenGL function calls, like glClear, glDepthMask etc. like this...
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local ffi = require('ffi')
local SDL = ffi.load('SDL2')
-- References:
-- https://github.com/nanoant/glua/blob/master/gl/gl3.lua
-- https://github.com/luapower/opengl/blob/master/gl11.lua
ffi.cdef [[
typedef unsigned int GLbitfield;
typedef float GLfloat;
typedef void (*glClearColor_ptr)(GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
typedef void (*glClear_ptr)(GLbitfield mask);
void* SDL_GL_GetProcAddress(const char *proc);
]]
local GL_DEPTH_BUFFER_BIT = 0x00000100
local GL_STENCIL_BUFFER_BIT = 0x00000400
local GL_COLOR_BUFFER_BIT = 0x00004000
local glClearColor = ffi.cast('glClearColor_ptr', SDL.SDL_GL_GetProcAddress('glClearColor'))
local glClear = ffi.cast('glClear_ptr', SDL.SDL_GL_GetProcAddress('glClear'))
glClearColor(1.0, 0.0, 0.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT)