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mc-player-renderer's Introduction

๐Ÿœ // Raymond-exe

๐Ÿ‘‹ Hey there, my name is Raymond! I'm a Computer Engineering undergrad student in California, who loves learning new skills and sharing knowledge with others.

My most recent project is a Verilog implementation of Conway's Game of Life on the Nexys A7!


Some languages I have experience in are:

Java C++ Python JavaScript TypeScript


Software (& hardware) most often found in my projects:

Blender 3D Node.js Three.js Raspberry Pi Arduino


GitHub Streaks

Some neat websites to check out if you're bored:

FreeCAD - A free, open-source parametric modeler Just for Fun. No, Really. Uwuifier more>>
*I have no relation to any of these sites, I just think they're really cool.


Still reading? Get in touch!

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mc-player-renderer's People

Contributors

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mc-player-renderer's Issues

Look into back-face culling

Should save render time & resources for rendering a large number of polygons (for instance, when you subdivide faces multiple times).

Back-face culling: Doesn't render a face whenever it isn't visible to the camera.

Add lighting

Title explains it all. It can be actual lighting or ambient occlusion, doesn't matter.

Alex arms texture offset

When rendering players alex style arms, the N, S, E, & W texture faces are offset by one pixel each horizontally.

Change null return for player skin

Instead of returning null, check for the player's skin type (STEVE or ALEX, see issue #8) and assign either a steve or alex skin based on the result. Default to steve skin if unable to determine.

Graphical bug - Overlay layer glitching when displayed over base layer

Exactly as it sounds like. When displaying only the base or overlay layers, they display properly. See attached screenshots.

Possible cause - sortPolygons() method is comparing pixels from the base layer to pixels on the overlay, resulting in SOME base pixels SOMETIMES being drawn over the overlay when they shouldn't be.

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