Small university project for computer graphics course that was later tinkered for PSX styled graphics rendering. For now scene path is hardcoded in src/main.rs
file.
- Basic GLTF Scene loading
- Mesh rendering
- Texturing
- Rendering into framebuffer
- Transparency
- Gouraud shading
- rust
- sdl
- opengl 3.3
cargo run
for debug build and cargo run --release
for release build
PSX hardware supported only affine texturing. This can be reproduced (uncomment noperspective
attribute in shaders/texture/frag.glsl
), but assets are not ready to be rendered in these conditions, so major artifacts will uppear on large surfaces with small amount of triangles. This can be solved in different ways (the easiest one is to prepare the assets by manually dividing affected surfaces in more triangles), but I didn't work on it.