TheKeg/Polyviewer
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Model Viewer Readme Author: Craig Young Version: 0.96 Date: December 18, 2007 Updates: - Dec 18: Ground Plane added. Shadow maps added (texture size option in the edit menu) - requires a card capable of pixel shader 2.0 b for shadows on the normal maps (regular 2.0 for per pixel lighting). Parallax mapping is disabled. Going to revamp this feature. - Nov 20: Added DirectX mesh support Added support for mirrored normal maps. New about dialog. - Nov 15: Fixed a memory issue. Extended camera clipping plane. Switching lights now brings that light into the property panel. - Nov 14: Multiple object loading implemented. Accessable through the File menu or right clicking on the list of the models and textures. Multiple light support added. Limited to 3 lights. - Nov 4: Emissive textures implemented. Screenshot ability added. *Note: old setting files will not work. - Oct 26: Texture refresh moved to the menu as a global variable instead of per texture. Save/Load settings implemented. Option to invert the controls. - Sept 24: Fixed minimizing bugs. Added reference mode for non pixel shader 2 cards. Wireframe mode added. Lighting issue with normal mapping and parallax mapping resolved. - Sept 18: Parallax Mapping and specular shinyness support added. Fixed Per pixel lighting **** Parallax Mapping requires a pixel shader 3 card **** - Aug 25: Texture Auto updating added. Performance improved. - Aug 23: Ambient Occlusion Map support added - Aug 22: re-worked gui. Parallax Data is obtained from the alpha channel of a normal map. Specular strength data is obtained from the alpha of a specular map. Running Instructions: To Load a Model: 1. Click next to the button located next to the empty path box or from the menu click on File->Load Model. 2. Browse to the directory of the model and select. 3. Click OK. To Load a Texture: 1. Click next to the button located next to the empty path box. button: [...] 2. Browse to the directory of the image and select. 3. Click OK. Click on the checkbox below each texture's textbox, which displays the path of the texture to enable/disable the texture. Textures can be reset by ctrl+t or through the menu Edit->Reset Textures Camera Controls: Rotate: Left click and drag the mouse in the right hand panel. Move: Middle click and drag in the right hand panel. *Note: a little sensitive at times on smaller models. Zoom: Right click and drag up or down in the right hand panel to zoom in or zoom out. Resetting the camera can be done by ctrl+c or through the menu Edit->Reset Camera. Light Control: Rotate: Hold ctrl + left click and then drag the mouse in the right hand panel. Switch Light: Hold ctrl & 1, 2 or 3 to switch between lights. *Note: You can only switch to a light if it is enabled. Resetting the light can be done by ctrl+v or through the menu Edit->Reset Light. Textures: Resetting: Hold ctrl + b to remove all loaded textures. Also available through Edit->Reset Textures. Planned Additions: - Shadows - Sub Surface Scattering Texture support. Credits: Big thanks to Noel Cower for assistance in debugging the shader code. Eric Lengyel for calculating tangents to resolve mirrored normal maps (http://www.terathon.com/code/tangent.php) GameTutorials.com Riemers.net Micheal Winder for his spaceship and textures. Samuel Arshevon for his diablo model and textures. Parallax wall is unknown author. Parallax wall textures borrowed from directx sdk.
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A model viewer created in C# and Managed DirectX
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