Re: Groverburger's 3D Engine (g3d) v1.3 Release
Posted: Tue May 25, 2021 4:58 pm
I am having far too much fun with this
https://youtu.be/39BqFZIa4a0
I have a couple of comments after using g3d on and off for some weeks:
first my workflow is as follow:
>model and texture in pico8 + picocad
> load obj in blender, test render, save obj with triangulated faces
> vertical flip texture in gimp
> load in g3d, and "voilà"
1- there seems to be a bug on texture aliases, as I need to vflip my texture ( probably it is not noticable until you have several textures in one png like me )
EDIT: it can be fixed by doing like in updated obj loader by alesan:
2- I went and looked at the source of hoarder's horrible house of stuff ( super great game btw ),
it's loader looks updated, it supports quad faces directly, and vertex color; is there a conceptual reason not to merge it? do the render shaders need to be updated? EDIT: on more careful reading, it doesn't seem to support loading of quads
3- since I do super low pixel for the textures, I wonder how to switch off bilinear filtering for the textures?
to have something like "GL_NEAREST" . Is it something that needs to be done in the fragment shader ? It would be cool to have an API such as for 2D : Texture:setFilter("nearest", "nearest")
EDIT: this can be achieved by :setFilter on passing a Texture instead of a texture file name on model load.
I want to thank GroverBurger, I have been wanting to do 3d for gamejams for some time, but his lib ticks all the right boxes for me
https://youtu.be/39BqFZIa4a0
I have a couple of comments after using g3d on and off for some weeks:
first my workflow is as follow:
>model and texture in pico8 + picocad
> load obj in blender, test render, save obj with triangulated faces
> vertical flip texture in gimp
> load in g3d, and "voilà"
1- there seems to be a bug on texture aliases, as I need to vflip my texture ( probably it is not noticable until you have several textures in one png like me )
EDIT: it can be fixed by doing like in updated obj loader by alesan:
Code: Select all
if words[1] == "vt" then
print('uv')
uvs[#uvs+1] = {tonumber(words[2]), 1-tonumber(words[3])}
end
it's loader looks updated, it supports quad faces directly, and vertex color; is there a conceptual reason not to merge it? do the render shaders need to be updated? EDIT: on more careful reading, it doesn't seem to support loading of quads
3- since I do super low pixel for the textures, I wonder how to switch off bilinear filtering for the textures?
to have something like "GL_NEAREST" . Is it something that needs to be done in the fragment shader ? It would be cool to have an API such as for 2D : Texture:setFilter("nearest", "nearest")
EDIT: this can be achieved by :setFilter on passing a Texture instead of a texture file name on model load.
I want to thank GroverBurger, I have been wanting to do 3d for gamejams for some time, but his lib ticks all the right boxes for me