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Doubts about NinevehGL
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@pdjuan

Posts: 1

NGLNewbie

Thu, Jul 5 2012


Hi there,

First I would like to thank you for bringing us this engine. Next I'm gonna try to explain my problem:

I would like to migrate my current 3d framework (cocos3d) to yours but there are some issues (mainly due to my lack of knowleadge):

- There is any form to create something similar to a CC3PlaneNode (mesh standard node) and set the size and the texture of it without having to create it from a file?

- When do you plan to release your collision API, I've found another thread from a member and I'm currently using it but I'd like to have the official API.

- How can I handle the lights of the scene?

Thanks for your help,
0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Fri, Jul 6 2012


In response to: @pdjuan

Hello buddy,

Unfortunately the answer to your questions are negatives:

- There is no 3D primitives or an API to create your meshes during the runtime. Just in future.
- The next version will bring collision API, but not the entire physics like forces or reactions.
- There is only one main light in NinevehGL. Multiple lights will come in future.

The next version maybe will take some months yet.

Our advice is to keep using your old 3D framework. You can play with NinevehGL on other new projects, but migrating from another one can be painful to you now.
100% like this - 1/1
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NinevehGL is a 3D engine built right on top of OpenGL ES and it uses all the programmable pipeline power, making it easy for you to create great application with shaders.

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