diff --git a/README.md b/README.md index 2a3e3b8..19ce09c 100644 --- a/README.md +++ b/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