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Referencing IQM toolkits

Hi.
The IQM format isn't really widely used amongst 3D artists, so to speak. Löve is a little friendly framework and lots of beginners use it. A younger game developper can't really guess from all the dead links over the internet what's the best way to export models to the IQM format.

There are things like Noesis, that I've never heard of, or lsalzman's converter (https://github.com/lsalzman/iqm) but there's little (none ?) documentation for it and it isn't referenced anywhere. Xonotics developpers use their own IQM converter but it is hard to find and probably kind of hard to use too.

It would probably be a good idea to reference some ways to generate IQM files before less experienced Love3D users download shady stuff.

Does Love 0.11 really obviate this?

From the front page:

"This library will be obsolete after LÖVE 0.11 is released, and will no longer be maintained (or will perhaps change just to a utility library). LÖVE 0.11 includes all the features this provided (and more!)"

Looking at Love 0.11 I don't see much in the way of 3d support there, just the ability to apply a transform matrix. I get that you can technically make a 3d engine in that way, uhh, minus depth buffer issues, but I'm assuming that love3d operates on gl contexts directly? No?

What is the state of this library w/r/t Love 0.11?

Thanks!!!

Examples?

Examples are mentioned in the Readme, but a link to them would be of great use.

Minor refactoring

(an issue so I don't forget what I'm doing...)

  • Automatic transforms are not particularly easier to use than doing it yourself, the state tracking is pretty unreliable so this should just be removed.
  • Some of the stubbed GL1 stuff should just be removed.
  • The monkeypatching works, but should be rethought a bit.
  • The OpenGL bindings should be cleaned out, only need a few functions.
  • A few example shaders
  • A proper demo or a few (more than what's on the forums)

bug with drawing a canvas

i dont know if this is a bug or i'm doing something wrong, but this is what i get when i try to render the game on a canvas
untitled

i'm basically doing this:

function love.update( dt )
    canvas:renderTo( function( )
                  love.graphics.setShader( shader )
                  love.graphics.setBlendMode( "alpha" )
                  local camView = cpml.mat4( ):look_at( cpml.vec3( 0, 0, 1 * ( 180 / math.pi ) ), cpml.vec3( 0, 0,  1 ), cpml.vec3( 0, 1, 0 ) )

                  shader:send( "u_view", camView:to_vec4s( ) )

                  local w, h = gfx.getDimensions( )
                  local camProj = cpml.mat4( ):perspective( 45, w / h, 0.01, 1000 )

                  shader:send( "u_projection", camProj:to_vec4s( ) )

                  local matrix = cpml.mat4( ):translate( { x = 0, y = 0, z = 0 } )
                  shader:send( "u_model", matrix:to_vec4s( ) )
                  love.graphics.draw( image, 0, 0 )
                  love.graphics.setShader( )
       end )
end

function love.draw( )
     love.graphics.clearDepth( )
    love.graphics.draw( canvas )
end

Can't run skeleton app, didn't get a depth buffer

  1. Create project folder with love3d, cpml, bin/SDL2.dll (latest win32-x64), and minimal main.lua: require("love3d").import(true)
  2. Run LOVE 0.10.2 x64 on project folder

This bugged out on my machine (Win7 64, Intel Graphics HD 3000 with latest drivers). Even before using any love3d functions.

Error: love3d/init.lua:102: We didn't get a depth buffer, bad things will happen.
stack traceback:
[C]: in function 'assert'
love3d/init.lua:102: in function 'import'

Other SDL2 OpenGL applications run OK (e.g. ioquake3, even in the new OpenGL 2 rendering mode). So I don't think the problem is in SDL2 or my hardware.

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