Model objects function similary to lovr Models with the added support of specific texture files and the options supported by Node objects.type string: The class type of the object. This will always be "Model".ModelInstance lovr Model: A lovr Model instance.diffuseMap lovr texture: The diffuse texture for the Model.normalMap lovr texture: The normal texture for the Model.specularMap lovr texture: The specular texture for the Model.textureMode string: The mode that changes how the textures are rendered for the Model. Can either be "UV" or "Tile".tileScale vector3: This stretches the texture on each side of the model by a scale factor if the textureMode is set to Tile.canCastShadows bool: Whether the Model casts shadows onto other objects.Model object is done by passing in a table.
LGE.Model(
{
-- In addition to the options supported in "LGE.Node"...
filepath = FilepathToModel, [string] -- Necessary, this is the filepath to the Model
diffuseMap_filepath = diffusePath, [string] -- Optional, defaulted to brick texture in assets_default
normalMap_filepath = normalPath, [string] -- Optional, defaulted to brick texture in assets_default
specularMap_filepath = specularPath, [string] -- Optional, defaulted to brick texture in assets_default
texture_mode = textureMode [string], -- Optional, defaulted to "UV"
tile_scale = vector [vector3] -- Optional, defaulted to (1.0, 1.0, 1.0)
}
)
globalTransform information of the Model.localTransform is not updated since it is always set manually.
Model:update()
pass.mode can either be "depth" or "full"."full" mode should be done during the lovr.draw(pass) function.
Model:draw(pass [lovr pass], mode [string])