That's fine. I know everybody uses a different system for how they pack their ARGB channels, and it changes from title to title too. You should commit to one layout for now, just to get something rolling. Maybe something like this... diffuse map alpha = transparency spec map alpha = spec power spec map rgb = spec color…
for shadows i kinda like the approach of "Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence" ( http://www.cg.tuwien.ac.at/research/publications/2007/Scherzer-2007-PCS/Scherzer-2007-PCS-Preprint.pdf ). as CB said for multilamps it'd be nice for coders to be able not to mess around with your…
Looking to gain some ideas for what people would like to see in an updated version. I am rebuilding from the ground up and planning to use opengl this time around instead of directx. Would people prefer directx or opengl? My goal for polyviewer is to become a one stop shop for previewing models in a real time environment…
Just so you've got my Feature requests in one post, I'll post them here: -If you could simplify your material tree, that'd be nice. Right now it's a bit of a chore to drill down into the right bit and change it. -definately consider drag&drop support wherever it makes sense. for instance: dragging tex_N, tex_d and tex_s…
Hey man, love the viewer so far and I think its great that you are making this as there isn't currently a one stop viewer that I know of (they all have there own quirks and problems). So, I recently downloaded your polyviewer and tested it out. First thing I noticed I couldn't run it on my main OS which is Vista 64 bit, so…