Chapter 38. Hierarchical models

Now we are ready for more complex models, consisting of several elements with individual behavior. For example - car, where body will be a parent (root) element, and wheels - child elements. For both, body and wheel, we'll need separate model descriptors and separate classes, which will handle their behaviors. 1. In Windows File Explorer […]

Chapter 37.2. GitHub

Just to make sure that we are on the same page, let's synchronize our environments. You can download full current Project repository from https://github.com/bkantemir/_wg37 Windows solution, x86: _wg37-main\a997modeler\p_windows\p_windows.sln Android solution, ARM64: _wg37-main\a997modeler\p_android\p_android.sln Important changes here: In order to untie the project from C:\CPP, all paths in projects properties were converted to relative form. Like ..\..\engine […]

Chapter 36. "Glass" effect

The model is almost ready. Two remaining missing pieces are: For clear-film we don't even need to write a new shader. We will use our "mirror" shader (as for gilded prints) with white noise as a main texture (uTex0) and will "translate" it to semi-transparent 8x1 texture glass01.bmp (uTex3), imitating glass reflection. It's a plain […]

Chapter 35. "Wire" shader

Here I want to add a golden sealing ribbon on the pack. It will be a line, a sequence of points instead of regular triangulars mesh. It will require: A set of new tags in ModelLoader New lineWidth property in Material class In DrawJob we'll need to adjust lineWidth depending on distance Additional shader's functionality […]

Chapter 34. Adjusting Material

We are STILL trying to "draw" the joint (slit) between the pack and the lid, as a small normal map applied to existing textured mesh's fragment. At this point we do have fragments with their own "native" Materials. In the last sample we just replaced them (Materials) by Phong green. Instead we need to use native Materials, but with added […]

Chapter 33. Polygons Intersection

Just a friendly reminder: we are still trying to "draw" the joint (slit) between the pack and the lid, as a small normal map applied to existing textured mesh's fragment. Like this: In previous chapter we implemented a concept of selecting and manipulating "marked vertices/triangles groups". So, now we can select one (in this sample - "box_right"), duplicate […]

Chapter 30. Vertex group manipulations

Here I want to add gilded (golden) prints on the pack. For this we will need a way to modify projection's size and position (initially defined by VirtualShape). Our new root01.txt will be: 1. Copy this code to a Text Editor and save it (overwrite) to/as C:\CPP\a997modeler\dt\models\misc\marlboro01\root01.txt Please note: In previous samples we used gold01.bmp texture. But […]