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Re: LÖVE3D

Posted: Tue Jul 28, 2015 7:05 am
by Alexar
shakesoda wrote:Looks like you need to upgrade your drivers, 9.xx is old.

other options (all in conf.lua) :

- try setting MSAA to 0
- if that doesn't work, try disabling sRGB (your GPU supports it, but it might be misbehaving)
i updated the driver and it's fixed. thank you!

Re: LÖVE3D

Posted: Thu Jul 30, 2015 5:41 am
by Davidobot
Hey since LÖVE3D supports Oculus Rift, would it be possible to implement SteamVR/OpenVR/HTC Vive support: https://github.com/ValveSoftware/openvr?

Re: LÖVE3D

Posted: Thu Jul 30, 2015 5:42 am
by Karai17
If they have a C API.

Re: LÖVE3D

Posted: Thu Jul 30, 2015 10:24 am
by shakesoda
Karai17 wrote:If they have a C API.
Turns out they do!
Davidobot wrote:Hey since LÖVE3D supports Oculus Rift, would it be possible to implement SteamVR/OpenVR/HTC Vive support: https://github.com/ValveSoftware/openvr?
It's planned for some point, I just won't be able to do it at least until Oculus releases an updated driver for Windows 10.

(It'd be more motivating if I had a Vive, too...)

Re: LÖVE3D

Posted: Thu Jul 30, 2015 9:00 pm
by Davidobot
shakesoda wrote:
Davidobot wrote:Hey since LÖVE3D supports Oculus Rift, would it be possible to implement SteamVR/OpenVR/HTC Vive support: https://github.com/ValveSoftware/openvr?
It's planned for some point, I just won't be able to do it at least until Oculus releases an updated driver for Windows 10.

(It'd be more motivating if I had a Vive, too...)
Great, but what does the Oculus release have to do with Vive?
Also, if you're adding Vive support, could you implement the complete package (head, position tracking and object/controller tracking)?

As far as I know, the headset comes out sometime in November.

Re: LÖVE3D

Posted: Fri Jul 31, 2015 5:50 am
by shakesoda
Davidobot wrote:
shakesoda wrote:
Davidobot wrote:Hey since LÖVE3D supports Oculus Rift, would it be possible to implement SteamVR/OpenVR/HTC Vive support: https://github.com/ValveSoftware/openvr?
It's planned for some point, I just won't be able to do it at least until Oculus releases an updated driver for Windows 10.

(It'd be more motivating if I had a Vive, too...)
Great, but what does the Oculus release have to do with Vive?
Also, if you're adding Vive support, could you implement the complete package (head, position tracking and object/controller tracking)?

As far as I know, the headset comes out sometime in November.
New Oculus SDK means I'll be able to actually test it (OpenVR supports the Rift, too, doesn't it?).

Controller tracking support depends entirely on my access to the relevant hardware. I'm going to be adding Razer Hydra support because I've got one, but I can't really make any guarantees for Vive controllers, Half Moon etc until I've actually got them to work with. Head/positional tracking are a given, though.

I will probably not be getting a Vive on release for financial reasons, but maybe that situation will change.

Re: LÖVE3D

Posted: Fri Jul 31, 2015 3:47 pm
by Davidobot
shakesoda wrote:New Oculus SDK means I'll be able to actually test it (OpenVR supports the Rift, too, doesn't it?).
As far as I know, yes, OpenVR supports the Rift too.
shakesoda wrote:Controller tracking support depends entirely on my access to the relevant hardware. I'm going to be adding Razer Hydra support because I've got one, but I can't really make any guarantees for Vive controllers, Half Moon etc until I've actually got them to work with. Head/positional tracking are a given, though.

I will probably not be getting a Vive on release for financial reasons, but maybe that situation will change.
I see. I could probably assist you with testing for the Vive controllers, as I plan on purchasing one on release.

Re: LÖVE3D

Posted: Thu Aug 06, 2015 9:59 pm
by shakesoda
I've committed a few updates to Love3D and IQM:

- IQM now supports loading skeletal animation data (note, however, that it does not currently compute bind pose or bone matrices - it loads the data to be used with an external animation system)
- Fixed some busted stuff to do with OpenGL ES in Love3D (verified on the Raspberry Pi 2 running Raspbian - I have yet to port this to Android)
- Added l3d.set_depth_write()/love.graphics.setDepthWrite() to control writing to the depth buffer (but depth will still be tested)
- Changed the behavior of the "less" and "greater" depth test modes to use GL.LEQUAL and GL.GEQUAL for better behavior in certain situations.

Re: LÖVE3D

Posted: Mon Aug 17, 2015 5:17 am
by shakesoda
Some upcoming changes/improvements:
- A new animation system which works for both IQM and IQE. Now that the system is external to the loaders, we don't have to clog them up with one specific way of doing animations.
- IQM animation fixes (work in progress - I've got a decoding error to track down with the frame data)

The new animation system isn't especially featureful right now, but since we don't have to tack features onto the loaders anymore to mess with animations we will be able to do much more with it for all compatible mesh formats.

I'm planning on cooking up a new demo after Ludum Dare.

Re: LÖVE3D

Posted: Mon Aug 17, 2015 10:40 pm
by AntonioModer
Karai17 make standalone version of LÖVE3D (with .exe), please.