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-Next: <a href="Blending.html" accesskey="n" rel="next">Blending</a>, Previous: <a href="Tile-Maps.html" accesskey="p" rel="prev">Tile Maps</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr>
-<span id="g_t3D-Models-1"></span><h4 class="subsection">2.3.9 3D Models</h4>
-
-<p><em>Disclaimer: Chickadee is alpha software, but 3D model support is
-even more alpha than that. There are many missing features in both
-the model loading and rendering components, so set your expectations
-accordingly!</em>
-</p>
-<p>Chickadee can load and render 3D models in the classic OBJ and more
-modern glTF 2.0 formats.
-</p>
-<p>Here&rsquo;s some basic boilerplate to render a 3D model:
-</p>
-<div class="example">
-<pre class="example">(use-modules (chickadee)
- (chickadee math)
- (chickadee math matrix)
- (chickadee graphics model))
-
-(define model #f)
-(define projection-matrix
- (perspective-projection (/ pi 3.0) (/ 4.0 3.0) 0.1 500.0))
-;; Adjust these 2 matrices so that you can actually see the model.
-(define view-matrix (make-identity-matrix4))
-(define model-matrix (make-identity-matrix4))
-
-(define (load)
- (set! model (load-obj &quot;model.obj&quot;))
-
-(define (draw alpha)
- (with-projection projection-matrix
- (with-depth-test #t
- (draw-model model model-matrix view-matrix))))
-
-(run-game #:load load #:draw draw)
-</pre></div>
-
-<dl>
-<dt id="index-load_002dobj">Procedure: <strong>load-obj</strong> <em>file-name</em></dt>
-<dd><p>Load the OBJ formatted model in <var>file-name</var> and return a 3D model
-object.
-</p>
-<p>OBJ models are rendered using a Phong lighting model, which is a
-work-in-progress.
-</p></dd></dl>
-
-<dl>
-<dt id="index-load_002dgltf">Procedure: <strong>load-gltf</strong> <em>file-name</em></dt>
-<dd><p>Load the glTF 2.0 formatted model in <var>file-name</var> and return a 3D
-model object.
-</p>
-<p>glTF models are rendered using a physically based lighting model,
-which is currently a stub to be implemented later.
-</p></dd></dl>
-
-<dl>
-<dt id="index-model_003f">Procedure: <strong>model?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a 3D model.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dmodel">Procedure: <strong>draw-model</strong> <em>model model-matrix view-matrix</em></dt>
-<dd><p>Render <var>model</var> with the transformation matrices <var>model-matrix</var>
-and <var>view-matrix</var> applied.
-</p></dd></dl>
-
-
-
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