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General Issues with OBJ loading / Rendering #37
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OBJ loading code is totally messed up, i recognize this. |
Its only an issue when you point to a non existing OBJ, then the whole program will crash (no console output). |
On another note, only 1 mesh in a model will render so all models with multiple meshes have to be split which becomes very tedious over time. Also, is it possible for you to implement support for binding meshes to a skeleton / joint? This would make animations a lot easier than using key-frame animations. |
I have plans to just switch to vitaGL once ready with all the benefits it will gives (custom shaders, lights, fogging, more supported primitives, etc). I don't plan to make upgrades to the current Render module until this switch will be performed. |
Can't wait to see that! However how much overhead does using LPP create compared to just using C++ in an ideal senario? |
Didn't run proper tests but it probably strongly depends on the kind of code being run. |
Have you followed the instructions i provided in the link above to generate the model? |
Yes |
I've made sure all the models I exported only used Tris and that there is no materials. Separating a model is tedious but at least it works. The textures load fine (top right corner) but are rendered incorrectly, I'll and see if I can fix it. |
I've managed to get images to display behind a model but I get horrible flickering. Any solution? `while true do
end` |
You must not do two Blend instances for 3D and 2D. Same blend instance should be used for both 2D and 3D elements. |
Noted. Is there a proper way for me to render 3D models on top of 2D images? |
2d images are always rendered with z = 0.5f so you should set your models accordingly. |
Ah. I'll just see if I can branch LPP and make is so that I can change the Z axis. |
It's not really related to lpp. It's related to vita2d. |
ah, thanks. Also, when LPP get's VitaGL will there be fixes for OBJs? |
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