:warning: sphere/point gizmos are not yet supported in the new branch, 2 options are:
get screen coordinate and render a point, it's not too great to get a feeling of exact position of the point being projected. cheating with distance feels off (It would probably need to take fov into account..)
create a sphere mesh + tweak the rendering
I can see that work, but it needs some boilerplate (create the mesh, shader adaptation)
Also, I think macroquad needs to expose PipelineParams in Shader::new to be able to tweak depth_test and see when line and sphere are inside the shape.
This builds on top of https://github.com/dimforge/parry/pull/250 to use macroquad next version on branch
reimagine
:warning: sphere/point gizmos are not yet supported in the new branch, 2 options are:
get screen coordinate and render a point, it's not too great to get a feeling of exact position of the point being projected. cheating with distance feels off (It would probably need to take fov into account..)
create a sphere mesh + tweak the rendering
Also, I think macroquad needs to expose
PipelineParams
inShader::new
to be able to tweakdepth_test
and see when line and sphere are inside the shape.I investigated those options in my branch
projection_example_reimagine_more
at https://github.com/Vrixyz/parry/pull/3.projection.webm