Hello. I have no idea what the use of a cube image is, but I do know that you need a shader to render it:
(See here https://love2d.org/wiki/love.graphics.newCubeImage)
And Im pretty sure that it is used for 3d textures somehow, not in the 2d way you are trying to use it.
Search found 59 matches
- Sat Dec 07, 2019 6:56 am
- Forum: Support and Development
- Topic: love.graphics.newCubeimage
- Replies: 2
- Views: 118
- Tue Nov 19, 2019 3:05 am
- Forum: Support and Development
- Topic: Help Modifying a shader to work on Love 11.2
- Replies: 2
- Views: 467
Re: Help Modifying a shader to work on Love 11.2
Omg! Ty so much! And yes I am planning to integrate loves new features for 3d, I just wanted to figure out how skeletal animation works first.
Thanks dude
Thanks dude
- Mon Nov 18, 2019 10:39 pm
- Forum: Support and Development
- Topic: Help Modifying a shader to work on Love 11.2
- Replies: 2
- Views: 467
Help Modifying a shader to work on Love 11.2
Hey guys. So I have been trying to get 3d skeletal animation working for my game for the last week, with no avail. I trying to use the same technique for skeletal animation used here https://github.com/excessive/love3d-demos/blob/master/src/skeletal-animation.lua but when I try to render the model i...
- Sun Nov 10, 2019 6:43 pm
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 891
Re: Can we store 3d vertices in GPU memory?
Oh rip. Well thanks anyway
[Edit] Actually it looks like it supports textures. Ill check it out
[Edit] Actually it looks like it supports textures. Ill check it out
- Sun Nov 10, 2019 12:07 pm
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 891
Re: Can we store 3d vertices in GPU memory?
Okay. Well thanks for all the feedback. Im going to try to check out vertex lists and the "static" mode on SpriteBatchUsage looks promising.
- Sun Nov 10, 2019 11:03 am
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 891
Re: Can we store 3d vertices in GPU memory?
Yes I am culling non visible faces/vertices. The data structure I use to store the "Blocks" in data is only storing 2 bytes of information per block so 27,648 bytes a chunk, and since lua strings are stored by reference that is little to nothing. My problem is each block face is generating 2 triang...
- Sat Nov 09, 2019 7:36 pm
- Forum: Support and Development
- Topic: Can we store 3d vertices in GPU memory?
- Replies: 7
- Views: 891
Can we store 3d vertices in GPU memory?
So I'm working with GroverBurgers SS3D library (Thanks a ton dude.) and I'm working on a voxel game where I create meshes made up of 24x24x24 blocks. The problem Im having is I have to store all those vertices in tables, and that takes up around 500-800 mb for only about 216 chunks! Is there any w...
- Thu Nov 07, 2019 9:53 am
- Forum: Support and Development
- Topic: Independent Particle Colors
- Replies: 11
- Views: 2278
Re: Independent Particle Colors
Sorry for late reply.. aha. Something outside of a particle system.
[Edit]
Just saw Luke100000's post. 100% use his example
Code: Select all
-- Create some confetti
local ConfettiList = {}
for i=1, #ConfettiList do
-- Draw confetti with spritebatches here
end
Just saw Luke100000's post. 100% use his example
- Wed Oct 30, 2019 9:13 am
- Forum: Support and Development
- Topic: Independent Particle Colors
- Replies: 11
- Views: 2278
Re: Independent Particle Colors
Why dont you just make a table that holds all the confetti particles, update all of them for things like movement of the confetti particles and then draw all of them using a SpriteBatch, setting thier individual colors with SpriteBatch:setColor( r, g, b, a )?
- Wed Oct 30, 2019 9:02 am
- Forum: Support and Development
- Topic: Monochrome LCD shader?
- Replies: 7
- Views: 1143
Re: Monochrome LCD shader?
You could probably use that same gameboy shader and simply draw lines over it (the number of scanlines being width*height of the screen) inside a canvas scaled to the screen resolution.