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An open-source 3D graphics engine written in Java using LWJGL3.

License: MIT License

Java 99.64% GLSL 0.36%
opengl game-engine lwjgl3 glfw java graphics-engine scenegraph shaders

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mercury-engine's Issues

Capabilities and limitations of physical device should be renderer agnostic

Capabilities and limitations of a current rendering context should be the same no matter what graphics API it is using (OpenGL, OpenGL ES, Vulkan, etc).
These data should be passed through each object (Texture, Shaders, VertexBuffers, etc), to create them appropriately based on capabilities and limitations.

Model distortion

When applying a non-identity model matrix to an AnimaMundi, every model of the hierarchy are distorted.

image

Depth buffer masking

When resizing the screen framebuffer, if depth buffer is masked and depth testing is enabled, the rasterizer ignores every pixels. Maybe we need to automatically disable depth testing and enabling depth writing before clearing the depth buffer, to prevent said issue...

Support interleaved VertexBuffer

Use stride and offset parameters to interleave the vertex data into a single VBO, avoiding VBOs binding/unbinding. This way, a unique VBO will contain positions, texcoords, normals, indices and other type of data.

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