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Fix conflict

This commit is contained in:
Miloslav Číž 2020-06-21 17:26:09 +02:00
commit b03398e459
2 changed files with 15 additions and 8 deletions

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@ -49,11 +49,12 @@ PC (SDL, offline rendering, terminal):
- Android
- Windows
- emscripten (web browser, JavaScript transpile)
- **Extremely portable** due to no dependencies, no float, no build systems, low HW requirements, endian independence etc.
- **Many compile-time options** to tune the performance vs quality.
- **Similar to OpenGL** in principle, but simpler, easier to use, with higher-level features.
- **Tools** (Python scripts) for converting 3D models and textures to C array format used by the library.
- **Well commented** and formatted code. Automatic documentation (comments + provided Doxyfile).
- Completely **free of legal restrictions**, do literally anything you want.
- Completely **free of legal restrictions**, public domain, do literally anything you want.
**NOTE**: Backwards compatibility isn't a goal of this libraray. It is meant to
be an as-is set of tools that the users is welcome to adjust for their
@ -79,8 +80,9 @@ And advantages at the same time :)
- **No scenegraph** (object parenting), just a scene list. Parenting can still be achieved by using cutom transform matrices.
- Though performance is high, due to multiplatformness it **probably can't match platform-specific rasterizers written in assembly**.
- There is **no far plane**.
- There is **no subpixel accuracy**.
- There is a near plane, but a **proper culling by it (subdividing triangles) is missing**. You can either cull whole triangles completely or "push" them by the near plane. These options are okay when drawing a model not very close to the camera, but e.g. 3D environments may suffer from artifacts.
- There is **no subpixel accuracy** (PS1 style graphics).
- There is **no antialiasing**, but you can still achieve it by supersampling (render in higher resolution and downscale) or filters like FXAA.
- There is a near plane but a **proper culling by it (subdividing triangles) is missing**. You can either cull whole triangles completely or "push" them by the near plane. These options are okay when drawing a model not very close to the camera, but e.g. 3D environments may suffer from artifacts.
- Due to the limitations of 32bit integer arithmetics, some types of movement (particularly camera) **may look jerky, and artifact may appear** in specific situations.
## how to use
@ -102,14 +104,15 @@ The basic philosophy is:
- Use the provided Python tools to convert your model and textures to C arrays, include them in your
program and set up the scene struct.
- Init the 3D models and the scene with provided init functions (`S3L_init*`), set the position of the camera.
- Call `S3L_drawScene` on the scene to perform the frame rendering. This will cause the
library to start calling the `S3L_PIXEL_FUNCTION` in order to draw the frame. You can of course
- Call `S3L_newFrame` to prepare for rendering, then call `S3L_drawScene` on the scene to perform the frame rendering.
This will cause the library to start rendering and calling the `S3L_PIXEL_FUNCTION` in order to draw the frame. You can of course
modify the function or write a similar one of your own using the more low-level functions which are
also provided.
- Fixed point arithmetics is used as a principle, but there is no abstraction above it, everything is simply
an integer (`S3L_Unit` type). The space is considered to be a dense grid, and what would normally be
a 1.0 float value is an int value equal to `S3L_FRACTIONS_PER_UNIT` units. Numbers are normalized by this
constant, so e.g. the sin function returns a value from `-S3L_FRACTIONS_PER_UNIT` to `S3L_FRACTIONS_PER_UNIT`.
constant, so e.g. the sin function returns a value from `-S3L_FRACTIONS_PER_UNIT` to `S3L_FRACTIONS_PER_UNIT`. You have to
pass numbers of this format to the library functions, but of course you may chooe to use floats in other places of your program.
## tips/troubleshooting
@ -124,10 +127,12 @@ The basic philosophy is:
## license
Everything is CC0 1.0 (public domain, https://creativecommons.org/publicdomain/zero/1.0/) + a waiver of all other IP rights (including patents).
Everything in this repository is CC0 1.0 (public domain, https://creativecommons.org/publicdomain/zero/1.0/) + a waiver of all other IP rights (including patents and trademarks).
The art used in demos is either my own released under CC0 or someone else's released under CC0.
Please support free software and free culture by using free licenses and/or waivers.
This project is made out of love and to be truly helpful to everyone, not for any self interest. I want it to forever stay completely in the public domain, not owned by anyone.
This is not mandatory but please consider supporting free software and free culture by using free licenses and/or waivers.
If you'd like to support me or just read something about me and my projects, visit my site: [www.tastyfish.cz](http://www.tastyfish.cz/).

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@ -1,5 +1,7 @@
features:
- Replace assets with completely original ones, rerender images/animations.
- Add optional functions (macro defs.) that get called during various rendering
steps, to e.g. be able to analyze and visualize rendering step by step.