Doc tweaks.

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Par Winzell 2017-10-20 19:53:04 -07:00
parent b31d0ab2d7
commit 3a29f5e837
1 changed files with 8 additions and 8 deletions

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@ -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