about 992 triangles, rendered all as triangle fans, since that’s the way my loader was built to work (if it’s any more efficient to just render straight triangles/quads, I can make it have those as a setting) performance is fairly low, but I have a decently old PC, I get about 2FPS (much better than rendering the mesh into parts, where it takes 5 minutes for a render), my PC’s stats are 2GB Ram, 1GBGDDR5 GPU, 2.41 Ghz dual core AMD CPU
Sounds pretty great then! I suppose now i could look for a way, how to render only practically visible triangles.
Can agree, github can be confusing at first. But you only need that Lua script on that page. I will make readme today anyway and then maybe publish on roblox.
So, I saw for the main post on this, your screenshot of the teapot is nicely, smoothly shaded, but whenever I run it, all I see is either completely shaded, or completely unshaded triangles, without any of the gradients, any idea why? maybe it hasn’t finished shading by the time it returns?
Get the newest version from github. I hadn’t updated it before.
When’s an efficiency update planned?
Heh, not too sure. I tried using plain variables instead of userdatas(vector2/3), which did stabilize the time it takes to render scene, but not by that much. Best would be to have occolusion, but I don’t have good ideas on how to do that efficiently.
Heh, not too sure. I tried using plain variables instead of userdatas(vector2/3), which did stabilize the time it takes to render scene, but not by that much. Best would be to have occolusion, but I don’t have good ideas on how to do that efficiently.[/quote]
depth buffering?
[quote] ‘Temporar fix to triangle shading’, I sees a typoo
I updated my model, it now renders a spinning utah teapot, the first mesh to be ever rendered on zGL Muahahha I have made history!
[spoiler]
[/spoiler] [/quote]
On topic: Oh wow pretty nifty I can already see the possibilities for this module…
Off topic: WINDOWS XP???
Yes, I uninstalled windows 7 which came with my PC so that I could have the superior OS, windows XP on it B)
If you would like the module (which it is old enough to have been made before modules, so it’s an _G library), it’s in my models as something like BuildIn Test, and will be within the recent ones, If there is significant demand, I may rewrite them to be modularized instead of _G libs
This is pretty late but, this is super cool! I am a big fan of OpenGL and I started working on a project similar to this.