Real-time rendering

Recently I bought an interesting book, Real-time rendering. I have not completely finished reading this book, but it contains a lot of useful information. For example I have found there solutions for some problems I had while working on my ModelConverterX tool. But the explanation of how the rendering process works also give a better insight on what has an influence on the performance when rendering. This is not only interesting to understand better how FSX works, but that is also something I can use at work when dealing with our image generators there.

Multiple objects

Yesterday I continued working on a new feature for ModelConverterX that was high on the wishlist for a while. The ability to read in SCASM files with more than one object defined inside. So for example this would allow you to read in a SCASM object library definitation or just a SCAMS file that contains multiple objects (multiple Area/EndA commands that means). I have made good progress on this feature, although there are still a few things to improve before it is ready for release. But I think this could be a useful feature for a lot of people. 

Transparent textures

Today I have been doing some work again on one of the main features still missing from ModelConverterX, transparent textures. In the FSX MDL format it is no longer enough to add an alpha channel to your texture file. You also have to specify in the material that is used on the object that you want to use that alpha channel. So that is something the user will have to specify when he converts an object with ModelConverterX. To do that I have added a form to edit the material properties. This will also allow people to easily add night … Continue reading Transparent textures

(Almost) time for a manual

I have just released an updated version of ModelConverterX, check out the thread on the forum to see all changes. This time mainy improvements in the reading functionality and some small new features. The bigger new features that are planned have not been implemented yet. Hopefully I can add some in the next release. Another thing that is really needed now is a manual for this tool, as I start to get requests for features that have already been implemented (but not yet found apparently). So I started with the manual on the Wiki, although it is still quite empty … Continue reading (Almost) time for a manual

Here are your normals

I have added a new feature to ModelConverterX yesterday, the ability to show the normals of your object. The prime reason to do this now was that it gave me a good debugging feature to see if the SCASM code was read in correctly. But also for end users this can be useful, as it shows you if the normals of your model have been defined correctly. This has an influence on how your model is lighted in the scenery.   Another nice feature I have added is that you can save the preview image to your disk. So that … Continue reading Here are your normals