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protogenos's Issues

BUG: Activating too many LEDs at once causes system to crash

From initial investigation, I suspect the problem is that activating too many LEDs at high brightness draws too many amps which crashes the Teensy board. From eyeball testing, I'd estimate when the LED boards are at 30% capacity (Every pixel at white)

Add menu system

Being able to change brightness and colour theme on the fly would be good

Refactor all co-ordinate systems to be screen space -1...1

Right now the project is using pixel space for the HUB75. That's been useful, but it will fall apart when rendering on other devices. Normalizing the space to be x -1 to 1 and y -1 to 1 will make it consistent, if awkward, to render on other form factors. It should also allow us to remove passing down width and height to components that have no business knowing the panel specifications.

Implement camera system

Right now the camera is strictly orthographic and built into the Renderer. Using a camera object that has camera parameters like Perspective/Orthographic, Screen size, FOV, etc would be good. This would also allow for multiple cameras to render the scene to different panels.

Add support for automatic detection of import parameters

To make importing OBJ's/FBX's/meshes as seamless as possible it would be good to be able to automatically detect the best rotation and scale to maximise the proportion of the face that is viewed. Optimally, the model would already be normalized in a way that this is unneccesary, but that's not always the easiest solution.

Add support for SSD1306

Adding a HUD menu on the inside of the visor would be useful for changing settings on the fly

Add obj importer

Project files require flattening vertices and triangles into indexes and vertices. It would be useful to be able to import obj directly and not have to worry about the conversion process.

Investigate what it would take to implement FBX

Apparently the fbx format could be directly importable to a morphable face. This could simplify the process of adding faces and their available morphs. Another option is instead using a collection of OBJ's. We might need to be careful as FBX is a proprietry format.

Implement materials for text2D

Right now texts are a simple color for every pixel. It would be useful to provide a material instead for textured text

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