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