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7h 37m 36s logged

texture loading!!! :yay2:


absolute yipee moment


this took like a lot of thinking to figure out how to implement for reasons that i think are obvious, but some of them are:

  • how tf do you load an image
  • what does the loaded image data mean
  • how do you map the texture to the model’s uv coords
  • how does normal mapping work
  • how does the shader know where on the image its reading
  • and a lot more that i prolly forgot lol

this whole thing basically meant a whole shader overhaul again (even though i alr did that last devlog but its whatever loll)


you can now map albedo (color), normal (height/offset), orm (occlusion, roughness, metallic), and emmision (glowiness)


emission only kind of works rn lol, but i will get to it soon


also, you currently have to manually set filepaths to the textures you want in the .json sidecar for that model, i need to add filepicker stuff to the inspector but i will get to it ok


the textures in the video below were manually baked, packed, etc at 4096*4096 in blender


i think another feature i should work on soon is procedural material generating, because texture mapping will always have a resolution limit (even 4k textures look kinda bad when mapped to larger models)


i also want to change how reflections work a little bit, or maybe add anti-aliasing because right now the reflections look deep fried (as you will see in the video below)

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