Real-time GUI-Based wireframe .OBJ Rendering

This is something fancy I made the other day using the same .OBJ reading library I made for my Rbx2Source program.
It makes use of the new WorldToScreenPoint function, it draws lines using Rotated frames, and it caches to make sure identical lines aren’t being drawn on top of each-other in order to improve the frame-rate.

It can run at a stable 55-58 FPS as long as the model doesn’t have a tremendous amount of polygons.

I made a place which can load the 3D thumbnail of a Hat/Gear into it.

Video:

Place:

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Wot. How in the world? Last I remember, rotated GUI objects couldn’t be positioned properly because they snapped to the closest pixel and you couldn’t get perfect alignment.

jesus christmas

skills

Can it render spheres? I tried it with an egg and it didn’t load it.

Now use triangles to make a proper renderer. :smiley:

he could be doing everything per-pixel, which would be really expensive, but would cover that case.

I figured out why you will crash if the mesh is to heavy on polygons like the Spongebob.
Server:

01:16:08.156 - SendData: BitStream string write: String too long: 234341

Client:

01:16:08.169 - Error while processing packet.
01:16:08.169 - Error while processing packet: readFast past end (packet id: 131, packet length: 23)[ Packet content: 830E0260060001AA000000020000000800000002068400]
01:16:08.176 - httpGet &disconnect=true failed. Trying again. Error: &disconnect=true: Trust check failed, The operation completed successfully.
.  Elapsed time: 0

Basically, you need to chunk up the data. An idea would be to return an id for a string if the data is too long, and use multiple remoteevents to send snippets of the packet with something at the beginning to show what packet and the end to show it is done.

Clone, did you say that meshes like Spongebob failed…?

:DDD

[quote] Clone, did you say that meshes like Spongebob failed…?

:DDD

[/quote]

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