texture loading!!!
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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