Description

Turns any Sprite 512x256 into a 3D Textured Sphere, with rotation ability on XYZ.

Example Files

glslsphere.c3p (217 KB)

Uses the Glsl Sphere Effect over a physics sprite object to create a pool like ball

Version History

Version Size Downloads Released
1.0 (Current)
Stable
2 KB 47 Download

Share

Twitter The author of this plugin GeorgeZaharia is on Patreon. If you like their addons, consider supporting them!

Download

1.0 Stable (2 KB)

Info

Statistics

  • Download count 47 total downloads
  • Latest download count 47 downloads of latest version
  • Average download count 2 downloads per day average

Owners

  • 5 Comments

  • Order by
Want to leave a comment? Login or Register an account!
  • Pretty good, but there are bugs. When you stop the ball is painted in a solid color. I also noticed that it sometimes turns unnaturally sometimes too quickly speed, then too slowly speed. Could you implement a working billiard ball so that when the billiard ball rolls, its scroll speed to the rotation speed is taken into account and the picture correctly takes into account all speeds.?

    • the effect is using the old effect by chrisbrobs i just ported it, didn't made the plugin code itself.

      for the billiard balls i think i did the demo for that type of gameplay, but it has problems, mostly because of the way the texture is wrapped, the matrix of the texture is not perfectly wrapped for some reason, it cuts on top and bottom of ball, as i mentioned im working on another effect, that has most of this issues solved.

      to explain the usage better, is that you need to give flags for rotation 1 or -1 to spin then just give it speed to roll.

      param 0 is speed, 1 X roll flag meaning 1 for right -1 for left i think unless is the version where i reversed it and then is 1 for right and -1 for left.

      param 2 is y roll flag works similar to X roll flag,

      you can change the flags using the physics velocityX or velocityY in this formula

      object.velocityx / abs(object.velocityx)

      object.velocityy / abs(object.velocityy)

  • why does it clamp black into alpha by default?