Hi Gideros maintainers,
This is something that may have been discussed before, and yes I know that Gideros in mainly a 2D engine, but there are a few situations where minimalistic 3D support would have been handy (Star wars like effect for which a posted a solution was one of them).
I may not be very well documented on OpenGL (I coded a 3D engine with OpenGL ten years ago, but didn't touched OpenGL beside that), but it seems to me that implementing 3D would just be a matter of using:
glVertexPointer(<strong>3</strong>, GL_FLOAT, 0, &vertices_);
glVertexPointer(2, GL_FLOAT, 0, &vertices_);
in gideros/gmesh.cpp, thus allowing a Z coordinate in Mesh object, and of course configuring a perspective transform matrix during init and clearing the depth buffer on every frame rendering...
It doesn't look like a huge modification at first, and while I am figuring out how to compile gideros from sources myself to try this, I would like to know your opinions about this.
What do you think ?