When exporting models from blender to GLTF, any data from fast64 will be included.
A lot of these (non-game-specific) values will be re-used by the tiny3d model format.
Here is a full list of all settings currently supported:
- Combiner
- Color-Combiner
- Draw Layer
- Sources
- Primitive Color (color & flag to use it or not)
- Environment Color (color & flag to use it or not)
- Use Texture-Reference
- Texture Reference
- Texture Size
- Texture Image Path
- Clamp S/T
- Mirror S/T
- Mask S/T
- Shift S/T
- Low S/T
- High S/T
- Geo
- Shade-Alpha = Fog
- Cull Front
- Cull Back
- Texture UV Generate
- Upper
- Cycle Type (1 Cycle, 2 Cycle)
- Texture filter
- Lower
- Set Render Mode?
- Render Mode
- Blend: None, Multiply (aka Alpha)
- Z-Mode: Opaque, Interpenetrating, Decal
- Blend Color (if not set, the alpha value 128 by default in case of alpha-clipping)
Most Settings will behave as expected, there are some exceptions which will be mapped to the closest libdragon equivalent.
"Texture-Reference" will mark the given texture as a placeholder, a real texture can be loaded at runtime in the C code.
The address you can set has no meaning in t3d, it will be used as a arbitrary value you can later read from the material.
For a full example making use of this, see 06_offscreen
.
The "Render Mode" will map to one of the preset blender and z-modes.
Other settings usually contained in the render mode can be set as usual with te RDPQ API on top.
If no value was set in the "Lower" tab, the "Draw Layer" is used instead.