Continuing with the Left Hand System that I am reporting, I just tested that the Pitch param in RotateEntity rotates in the other direction compared to Blitz3D RotateEntity.
It says on your just released PDF that OpenB3D is already LHS. I have started focusing and testing on a couple of functions like RotateEntity and TurnEntity and does seem to match so far. However, porting from Blitz3D examples and project like Mak's driver I find some issues with the coordinate system and collision. I will be starting a worklog and let you know in case you are interested in this area.
It says on your just released PDF that OpenB3D is already LHS. I have started focusing on a couple of functions like RotateEntity and TurnEntity and does seem to match so far. However, porting from Blitz3D examples and project like Mak's driver I find some issues with the coordinate system and collision. I will be starting a worklog and let you know in case you are interested in this area.
curious as to when this is going to be included, thanks.
It would be nice to have the option to use Left Hand Coordinate System or perhaps make it like Blitz3D.
Thanks and got it now. Would it be possible or just ideal to fallback to shaders on gles/webgl build and perhaps add it to openb3dplus and replicate the same effect (1 light and 1 texture?) on GL? cheers.
Currently, spherical environment mapping is not implemented on WebGL. The reason is that spherical mapping was provided mostly for historical retrocompatibility, since even in the latest versions of Blitz3D it was usually replaced by cubemapping, that was more efficent and more effective in most cases. Still, OpenB3D kept supporting spherical mapping since fixed function pipeline provided it (and, in theory, OpenB3D could be used on older graphic card that don't support cube mapping). The WebGL version...
Spherical environment map not working on WebGL
2 mesh entity only: https://pastebin.com/raw/XTGk8BVB
2 mesh entity only: https://pastebin.com/raw/REbTQDEg
Test code: https://pastebin.com/raw/rySyAWQK
There seems to be z-order issues particularly when running with Emscripten build. This affects both terrain and meshes.
There seems to be z-order issues particularly with complex scenes when running with Emscripten build. This affects both terrain and meshes.