Comments (20)
OBJ loading code is totally messed up, i recognize this.
Be sure to properly use Blender to create compatible OBJ files as of now that can be read by lpp-vita. (How to adapt a model here: http://wololo.net/talk/viewtopic.php?p=419144)
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Its only an issue when you point to a non existing OBJ, then the whole program will crash (no console output).
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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.
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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.
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Can't wait to see that!
However how much overhead does using LPP create compared to just using C++ in an ideal senario?
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Didn't run proper tests but it probably strongly depends on the kind of code being run.
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Bugged:
Correct:
Textures are buggy too.
Correct versions are rendered in Blender
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Have you followed the instructions i provided in the link above to generate the model?
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Yes
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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.
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I've managed to get images to display behind a model but I get horrible flickering.
Any solution?
`while true do
Graphics.initBlend()
Screen.clear(black)
drawScaledImage(menu[menuName].Image.Background, 0, 0, 960, 544)
Graphics.termBlend()
Graphics.initBlend()
renderMenu(menuName)
navMenu() -- Includes some 3D stuff
Graphics.termBlend()
Screen.flip()
end`
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You must not do two Blend instances for 3D and 2D. Same blend instance should be used for both 2D and 3D elements.
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Noted. Is there a proper way for me to render 3D models on top of 2D images?
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2d images are always rendered with z = 0.5f so you should set your models accordingly.
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Ah. I'll just see if I can branch LPP and make is so that I can change the Z axis.
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Never-mind, rescaling the models for now is easier
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It's not really related to lpp. It's related to vita2d.
When lpp-vita will switch to vitaGL, we will be able to manage this aspect too.
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ah, thanks.
Also, when LPP get's VitaGL will there be fixes for OBJs?
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These UV maps are expecting that the texture is "repeated infinitely" (like PUs in Super Mario 64) so LPP is mapping a wrong part of the texture to the UV that's "out of bounds"?
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Confirmed issue
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Related Issues (20)
- Documentation error: Keyboard.start should be Keyboard.show HOT 1
- MP3 file corrupted, but the mp3 plays fine. HOT 1
- JPEG System.takeScreenshot doesn't work HOT 2
- error system.removeDir and system.doesDirExists HOT 5
- [Feature Request] Debug Telnet REPL
- [Feature Request] SceIoStat functions HOT 5
- Error: library routine out of sequence HOT 1
- 'unknown video file format' when running the video sample HOT 1
- Video playback not looping HOT 2
- Unable to open file for writing HOT 3
- Sound.open does not detect audio file format HOT 1
- Nightlies stopped HOT 3
- [Feature Request] System.extractSfo upgrade HOT 15
- LPP doesn't build unless Vita2d extra headers are copied
- 'System.executeUri' prompts for confirmation to close app under certain conditions HOT 4
- STITLE HOT 1
- Static Audio HOT 2
- SCE_CTRL_CONFIRM HOT 1
- [Feature Request] Border radius for images HOT 1
- Disk I/O error HOT 7
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