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Is it possible to exend andengine for 3D use #261

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kameronbrooks opened this issue Oct 2, 2014 · 2 comments
Open

Is it possible to exend andengine for 3D use #261

kameronbrooks opened this issue Oct 2, 2014 · 2 comments

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@kameronbrooks
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All my attempts to add depth to andengine have been in vain. I was wondering If there was a way to extend the functionality to 3 dimensions. I noticed by default there are no depth bits requested in the EGLConfig, But simply requesting depth bits gives me a black screen.

Is there a way to do this?

@nicolasgramlich
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There surely is. Biggest thing to change is touch handling which is going
be much more complicated.
On Oct 2, 2014 4:40 PM, "Kameron Brooks" notifications@github.com wrote:

All my attempts to add depth to andengine have been in vain. I was
wondering If there was a way to extend the functionality to 3 dimensions. I
noticed by default there are no depth bits requested in the EGLConfig, But
simply requesting depth bits gives me a black screen.

Is there a way to do this?


Reply to this email directly or view it on GitHub
#261.

@kameronbrooks
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Thanks for the quick reply.
I have already extented the spritebatch class to accomodate 3D vertices. My
main issue now is enabling depth testing. Was there a specific way that you
intended for open GL Depth Testing to be used with andengine?

I searched through the library looking for a way, but could not figure it
out.

Your help would be greatly appreciated.

Thanks

There surely is. Biggest thing to change is touch handling which is going
be much more complicated.
On Oct 2, 2014 4:40 PM, "Kameron Brooks" notifications@github.com
wrote:

All my attempts to add depth to andengine have been in vain. I was
wondering If there was a way to extend the functionality to 3
dimensions. I
noticed by default there are no depth bits requested in the EGLConfig,
But
simply requesting depth bits gives me a black screen.

Is there a way to do this?


Reply to this email directly or view it on GitHub
#261.


Reply to this email directly or view it on GitHub
#261 (comment)
.

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