JaimitoEs
Member
Hi all!
In my current 1.x project i just use matrix multiplications to get a 3d sidescroller projection.
Enabling z-buffer and this code in the draw event :
Well, in GMS2 i can´t figure how this simple matrices does not work in the same way. Basically i loose the depth buffer and all is drawn with the same depth-scale projection.
I´ve tried to manage this with the new camera system and the new matrices functions without good results.
A 3d guru-man can help me with this issue? This new system seems no logical for me surely cause the new dx11 rendering....
Guys, if you want free 3d paralax in GMS1, feel free to get this simple code to achieve this...
In my current 1.x project i just use matrix multiplications to get a 3d sidescroller projection.
Enabling z-buffer and this code in the draw event :
Code:
var v = matrix_build(0,0,z,yrotation,xrotation,zrotation,1,-1,1);
var p = matrix_get(matrix_projection);
var f = matrix_multiply(v,p);
matrix_set(matrix_projection,f);
I´ve tried to manage this with the new camera system and the new matrices functions without good results.
A 3d guru-man can help me with this issue? This new system seems no logical for me surely cause the new dx11 rendering....
Guys, if you want free 3d paralax in GMS1, feel free to get this simple code to achieve this...
Last edited: