kovacsv
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65ab4aa9f5
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Create separate material classes for phong and physical materials.
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2021-12-04 18:26:58 +01:00 |
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kovacsv
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5e078b2e66
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Rename EnumerateTransformedMeshInstances to EnumerateTransformedMeshes.
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2021-11-19 08:05:13 +01:00 |
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kovacsv
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7abc6efc93
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Import all models as hierarchical model, but put all the meshes under the root node.
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2021-10-27 08:25:47 +02:00 |
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kovacsv
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bb9724578d
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Add mesh enumeration function to model.
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2021-10-17 11:42:58 +02:00 |
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kovacsv
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ec9766ae81
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Access all files as arraybuffer, and convert to text if needed.
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2021-08-27 08:11:35 +02:00 |
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kovacsv
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46644d47c3
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Use Physically Based Rendering when possible #99
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2021-07-19 17:44:43 +02:00 |
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kovacsv
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5851aedb1d
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Use arrow callbacks everywhere.
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2021-07-12 08:49:12 +02:00 |
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Viktor Kovacs
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1bc47cfa08
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Aynchronous export.
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2021-04-25 16:03:17 +02:00 |
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Viktor Kovacs
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fa015f7fb5
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MeshPhongMaterial's shininess should be between 0.0 and 100.0, so I modified the conversion and all of the importers accordingly.
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2021-04-17 12:45:40 +02:00 |
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Viktor Kovacs
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bc74ed9b04
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Replace tabs with spaces.
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2021-04-15 14:53:33 +02:00 |
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Viktor Kovacs
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134793d790
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Minor modification.
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2021-04-11 10:28:29 +02:00 |
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Viktor Kovacs
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89aaca6081
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Write header in obj and mtl files.
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2021-04-11 10:24:43 +02:00 |
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Viktor Kovacs
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3607ab3649
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Always use texture buffer instead of url in case of export.
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2021-04-09 08:25:00 +02:00 |
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Viktor Kovacs
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c15e7ff3b4
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Store the original file buffer in textures.
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2021-03-28 14:06:55 +02:00 |
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Viktor Kovacs
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9264c1dd6d
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Add code for new version.
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2021-03-27 08:29:19 +01:00 |
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