@malcolm - thanks and I am planning to release before February. Currently getting suggestions from other peoples about the tool and UI Improvements. Need to fix old bugs along with the new update.So, you will get this soon. ;)
SDK, using a call to the GraphicsWindow::triStrip function (though just a quad). Though it gets tricky in that if the viewport is in perspective you have to force the camera into orthographic projection or otherwise you get really noisy and strange behaviour at extreme zooms. The texture handling I use is much the same as…
Don't have anything to read sorry. There isn't much math involved either. There's some vector stuff to get the per vert direction for the offset/chamfer. Then I'm basically just growing the outer faces based on the reach value. These get removed and I'm bridging the opening, which produces the triangles. Shading issues -…
when I get home I would have to see if I can even get the right kinda data our of the API to do things like the brush search and user defined filter tabs. The API lacks a lot of features expecially when it comes to directly controlling tools.
Looks awesome. I cannot get into 3ds even after massive modeling scripts additions. Most likely because of the modifier stack that is annoyingly long and need constant input when working, but that looks clean, simple and perfectly usable. I think with that kind of ui I could actually get into it !