Incidentally I was just messing about with Corona today. Still not perfect, but has improved somewhat. Blending between intersecting meshes seems arbitrary(or at least only blends perpendicular?) MentalRay was the first to do it. Now gone from Max, although the Autodesk Material(not A&D material) is still there and it also…
I don't know if this is a design focused project, but I did a bit of track work for a few years. It was the design part but I think I can probably give you some advice on that and the art side too - The road looks really clean, like it's just been laid. I'd dirty it up a bit, add a little wear and tear - I can't tell so…
continued working on this, gui mockup for the next version: so for the next version I want mainly GUI changes:* split view of the source image with its slices and the texture result area. Each side has its own panning and zooming state just like multi views in max or maya. * a toolbar with icons and rollOver description…
as OpenGL is a state machine, ie you set the environment then render, almost everything is a state change. basically its everything that forces you to make a new drawcall, among the state changes there are ones that are mor expensive than others. e.g. the "shaders" like bump mapping, reflections... are a pretty heavy…