local rotation local texture local ffi = require 'ffi' local _math = require '_math' local mat4 = _math.mat4 local vec3 = _math.vec3 local vec4 = _math.vec4 local scalar = _math.scalar local scene_test = require 'scene.test.test' local collada_scene = require 'collada_scene' local vertexformat = { { name = 'VertexPosition', format = 'floatvec4', location = 0 }, { name = 'VertexNormal', format = 'floatvec4', location = 1 }, { name = 'VertexTexture', format = 'floatvec4', location = 2 }, } function love.load(args) love.window.setMode(1024, 1024, {depth=true}) collada_scene.load_buffers() collada_scene.load_node_world_transforms(scene_test.descriptor.nodes) collada_scene.load_images("scene/test", scene_test.descriptor.images) end local rotation = 0.0 function love.draw() local radius = 100 local mx, my = love.mouse.getPosition() width, height = love.graphics.getDimensions() -- local projection = mat4.perspective_rh(width / width * 0.1, -- height / width * 0.1, -- 0.1, -- 1000.0) local aspect_ratio = width / height local projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45 / 2), aspect_ratio, 0.1, 1000.0) local view = mat4.look_at_rh(vec3(-88.57101, -71.71298, 104.5738), vec3(-19.90239, -27.72767, 54.6898), vec3(0, 0, 1)) local world1 = mat4.rotation_x(rotation) local world2 = mat4.rotation_z(rotation * 0.5) --local world3 = mat4.translation(0, 0, -0.5) local transform = view * projection love.graphics.setDepthMode("less", true) collada_scene.draw_nodes(scene_test.descriptor.nodes, transform) end