For now, it seems to be better to use webgl2.
kindeyegames
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This is an incomplete gltf. It does not contain embedded textures. I suggest using the glb format instead, this includes all necessary data in one file.
For the gltf version you would need to make sure it embeds all textures and buffers in the gltf file itself.
This is mentioned in the text on the itch page as is the suggestion to test your files on https://sandbox.babylonjs.com/ before use.
You don't need the ground, but for me it feels better to me to have a ground and some fake gravity for a kinematic character controller. You can delete the ground in my example and the 'D' movement still works (but it will be falling due to the fake gravity.)
For some more info about character controllers in general see: https://rapier.rs/docs/user_guides/javascript/character_controller
(This is the physics library embedded in this addon, a subset of the many features are exposed to C3 right now.)
Try this:
https://sendgb.com/ydtu1l6ebiZ
Moved translate to every tick (to enable gravity, -10 to z). Change down to set x value. Add ground for character to move on. Also changed project to regular z instead of normalized z. Do not use normalized z for 3d project. Also sort based on camera distance for 3d layer (for 3d project).
Ok, I took a look at this. These examples work on my set up and after tracing some stuff down, it looks like you are running the editor using webgl1 and not webgl2 or webGPU. The image textures trigger the issue, because they are non-power of 2. and tiled/repeat. WebGL1 does not support non power of 2 textures with all modes (e.g. tiled / repeat mode).
My suggestion is to work using webGL2 in editor and runtime. If that is not possible, you need to make all your textures power of two, where ever these issues show up.
did you add a new model? I have not run into this particular error before, but the comment non power of 2 tiled textures not supported is interesting and might be due to a specific model, texture, texture type being used, hmm. can you please let me know which of the sample projects also causes the issue? in the meantime do you need help getting a previous version of the addon?
Yah, it's fun. Back to the days of the earliest 3D and transparency. I ran into it first on the Sega Saturn myself, called 'mesh', with a fixed even/odd pattern. In this case doing dither 'level' based on alpha value. I hope some folks have textures with varying alpha. I haven't really tested that yet.
The reason we are adding these all to one addon is because we cannot 'stack' these types of effects, they all need to be the first effect used in the effect stack for direct 3d rendering. For now, if you don't need the other features, disable them to reduce the perf impact from features not being used.
Hi, for this jam, I want to focus on creating shaders/effects for Renpy that can add extra Juice to visuals. I have done many effects in glsl previously (mainly for the Construct 3 game engine, but the experience transferred well to Renypy). I am open to all genre, but most interested in horror/thriller/mystery. I can also help out with some smaller Renpy programming tasks if needed.
Some example effects I have done in the past below, wind effect on clothing/hair, lighting, sprite distortion, etc.
Contact me through this forum.
Last year's project here (VN / Journaling game, Stories stored on server to share with others.) I was programmer, writer for the project.https://kindeyegames.itch.io/witw-vn
With this version (early in development), you do not set the position/color in js code. You use the effect parameters. You can set them as properties in the editor or change them at runtime with events with the set effect parameter action. The JS code is now only to patch the vertex shader to enable the effect/addon.
I might be able to work on this in a couple weeks, the sort would only be for one mesh, not between meshes and it would happen on the CPU. It would also require all rotate, scale, transform operations be done on the CPU too (normally they are done on the GPU). This can put a heavy load on CPU. It is a difficult problem with how we can render using C3.
If we could get at the pre-draw shade we could do screen door.
I am open to other ideas on it, also since it is open source other PRs (other people submitting code/changes).