Doc tweaks.
This commit is contained in:
parent
b31d0ab2d7
commit
3a29f5e837
16
README.md
16
README.md
|
@ -123,8 +123,8 @@ versions of the IDE are unlikely to successfully build the tool.
|
|||
|
||||
Note that the `CMAKE_BUILD_TYPE` variable from the Unix Makefile system is
|
||||
entirely ignored here; it is when you open the generated solution that
|
||||
you will be choose one of the canonical build types -- *Debug*,
|
||||
*Release*, *MinSizeRel*, and so on.
|
||||
you will be choose one of the canonical build types — **Debug**,
|
||||
**Release**, **MinSizeRel**, and so on.
|
||||
|
||||
## Conversion Process
|
||||
The actual translation begins with the FBX SDK parsing the input file, and ends
|
||||
|
@ -156,7 +156,7 @@ There are two future enhancements we hope to see for animations:
|
|||
it into a long sequence of linear approximations.
|
||||
- Perhaps more useful in practice is the idea of compressing animation curves
|
||||
the same way we use Draco to compress meshes (see below). Like geometry,
|
||||
animations are highly redundant -- each new value is highly predictable from
|
||||
animations are highly redundant — each new value is highly predictable from
|
||||
preceding values. If Draco extends its support for animations (it's on their
|
||||
roadmap), or if someone else develops a glTF extension for animation
|
||||
compression, we will likely add support in this tool.
|
||||
|
@ -178,13 +178,13 @@ Some material settings remain well supported and transfer automatically:
|
|||
- Normal maps
|
||||
|
||||
This leaves the other traditional settings of Lambert:
|
||||
- Ambient -- this is anathema in the PBR world, where such effects should
|
||||
- Ambient — this is anathema in the PBR world, where such effects should
|
||||
emerge naturally from the fundamental colour of the material and any ambient
|
||||
lighting present.
|
||||
- Diffuse -- the material's direction-agnostic, non-specular reflection,
|
||||
- Diffuse — the material's direction-agnostic, non-specular reflection,
|
||||
and additionally, with Blinn/Phong:
|
||||
- Specular -- a more polished material's direction-sensitive reflection,
|
||||
- Shininess -- just how polished the material is,
|
||||
- Specular — a more polished material's direction-sensitive reflection,
|
||||
- Shininess — just how polished the material is,
|
||||
|
||||
(All these can be either constants or textures.)
|
||||
|
||||
|
@ -224,7 +224,7 @@ This tool is under continuous development. We do not have a development roadmap
|
|||
per se, but some aspirations have been noted above.
|
||||
|
||||
## Authors
|
||||
- Pär Winzell
|
||||
- Pär Winzell
|
||||
- J.M.P. van Waveren
|
||||
- Amanda Watson
|
||||
|
||||
|
|
Loading…
Reference in New Issue