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Experiment

3D Camera Controls

  • Move mouse to look around
  • W/A/S/D to move forward/left/back/right (local space)
  • H/K, U/J, Y/I to move along x,y,z axes respectively (global space)
  • Scroll up/down to speed up/slow down base movement speed
  • Hold SHIFT/LEFT_CTRL to temporarily speed up/slow down
  • Hold [/] to move the near clip plane closer/further

2D Camera Controls

  • W/A/S/D to move up/left/down/right
  • Up/down arrows to zoom in/out

apps/Tup3D Controls

  • Press 8/9 to decrement/increment n by 1
  • Hold 7/0 to decrement/increment n repeatedly
  • Set n via console using commands "/nFromFile" or "/nFromObj"

apps/General Controls

  • Press TAB to cycle through shaders in shaders/frag/general

Misc Controls

  • Press ESC to free mouse
  • Press `/~/tilde to cycle through apps
  • Hold LEFT_ALT to see integer camera coordinates
  • Press R to reset/reload current shader
  • Press E to do soft reset shader (camera stays put)
  • Hold T to see shader time
  • Hold SPACE to show FPS

Misc notes

  • Tup3D.n can be set via commandline using commands /nFromFile <path> or /nFromObj <path> where <path> is optional, eg., /nFromObj appData/Tup3D/n.obj.

  • All filenames in shaders/frag/general should include one of '2d'/'2D'/'3d'/'3D' to denote which camera type/control scheme is required for that shader.

  • Shaders can be modified during runtime by simply pressing R to reset/reload the current shader.

  • Y-axis is up (global space) by convention.

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for glsl fragment shader prototyping

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