I tested it already with gif you sent.
And I saw the topic about ZFGC logo, so I changed little
my logo. I added lighting, but I have problems with
Z's / Its totally black :I Lightnings doesnt work with
it, and I had problems also with whole logo, but I fix'd
them. I just can't solve that Z. I should just rotate
block there :/
But we should talk about FR project here, not logo :/
~Drandula~
Wow, fast!
About the problems with the Z:
The light isn't working most likely because the light only works on the "face" of whatever you're drawing. For example, if you were to draw a simple wall, there is a face and a backside. The light must be hitting the face to work, but if it hits the backside it will only show black.
In this case, I agree that you should use a rotated block because it would be pretty difficult to figure out how to draw the vertex shape correctly (actually, I'm not even sure if lighting works with vertex shapes in GM..?).
Anyway, the new one looks good!
And this is part of the Flying Rooster game, so it's on topic. ^_^
One more thing: I always set culling to false in my 3D projects because it can help make the game go much faster.
A little info about culling, if you don't know:
A triangle has a front and a back side. The front side is defined to be the side where the vertices are defined in counter-clockwise order. Normally both sides are drawn. But if you make a closed shape this is a waste because the back side of the triangle can never be seen. In this case you can switch on backface culling. This saves about half the amount of drawing time but it leaves you with the task of defining your polygons in the right way. The following function exists:
d3d_set_culling(cull) Indicates to start backface culling (true) or stop backface culling (false).
FPS was good for me in your demo but it's still a good idea anyway.
EDIT:
I Just realized that culling might not work so well with some of your models... hmm. You may be able to set it for specific models instead of setting it for everything.
*waits a couple weeks*
EDIT AGAIN (lol):
Just wondering if anything has been going down with this project as of late???
It's been a while with no updates whatsoever.