How did you calculate the lX and lY camera position on the mode7 plane?
I have rewitten the shader and the perspective behavior, to allow changing camera height and scalings in realtime. Not hard at all.
But im struggling to get the camera to an absolute position over the ground.
How can I calculate the Position of the camera?
Could you please fix the scanline count? My game renders at 320 * 240 px so I set the effect to 240 scanlines. The problem is, the generated scanlines don't fit with the image. There are no 240 scanlines drawn, only around 150.
You're the man, man. I don't want to build my own rigid body physics, but i'll keep my flight physics for my project. Can't wait.
Strange, it does the same thing on my machine. But my project is working perfect with the same settings.
Just set the filtering to point in the project properties. Now your entire project has unfiltered textures. If you need to set it per object just use the "set filtering" option in the objects actions. This works for me.
*edit*
Sometimes the anisotrop filtering of the graphics card overrides the filtering, so make sure you don't force any filtering in the graphics card driver.
Can't wait for the Physics. What engine are you using? At the moment it's a little complicated to do all the math. How i hate that gimbal locking we really need quaternions.
My selfmade physics now feels 99 % the same than the all time classic "Pilotwings" on the N64. Oh and Q3D is good for some oldschool flatshaded stuff too . Who needs textures.
Yeah this plugin really rocks. Its worth every penny if you have some 3D experience.
Just some stress testing, 16000 trees on a 25000000m² map. Stable 60 FPS.
[quote:3aao2yu2]With this addition, new custom shaders can be made using ".qfx" files. These are written in normal GLSL and have the normal features of three.js shader materials but have a particular xml-like layout. See packaged ".qfx" files for examples
Where can I find these packaged .qfx files? I need more information about the file format. Google says qfx is a file format for the finance software quicken.
Develop games in your browser. Powerful, performant & highly capable.
Modelled with 3Ds Max for use with the great Q3D plugin.
This plugin is really great.
Thanks to NASA I have created some real world 3D physics with gravitation, drag, inertia, thrust and all the fancy stuff.
https://dl.dropboxusercontent.com/u/12412965/3d/index.html
Export to NodeWebkit does not work as it should. Some of my 3D objects are missing ingame after export. The preview button in C2 for NodeWebkit works fine. Strange. Why does the preview work but not the export?