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Computed in the last line of the vertex shader:
You could use that and do the matrix math to find the screen position.
Code: Select all
return view * model_matrix * vertex_position;
This is great! I'll credit you and use it in the official repo if you don't mind.
Super cool. I'm doing research for a metroidvania project at the moment and this would be really useful. Are there any plans to have an orthographic viewport? I would like to support simple low-poly objects such as the doors, books, and the background clock tower featured in Symphony of the Night, and to get that pixel-perfect PSX feel orthographic seems to be the way to go.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
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