Hi! Maybe you could use a HUDSprite to draw it?
Hi Pavel! Thanks, I will try smd. How do you work with smd? Which modelling tool do you use? All the best! /Daniel
Hey! I have tried modeling human characters in Blender, exporting to md2 format and using in GLScene. No problem! But the format is old, so I wondering what's the best way/format/tools to create animated models and use with GLScene? Cheers
I did this a few years ago, but it was an old Delphi 6 and old GLScene 1.0, so maybe not much help. But here is a thread with a few of the issues I had to deal with: https://sourceforge.net/p/glscene/discussion/lazarus/thread/cc4be901/
Hi Jerome! The main reason is that my models are big, with just one or two repeating base textures. Exterior hulls of battleships or long interior corridors. So the full UV gets very low resolution. Therefor I want to use repeting texture/overlapping UV for the base texture and a full UV bake for shadows/AO. I am also considering texture splatting using an alpha mask with the second UV. Could these stored texcoords be sent in as an uniform to the shader? Thanks for the help Jerome!
Ok! Is there anyway to get the first UV as an array or vectorlist from the freeForm? Maybe I could store the coordinates as a separate file and load it in as a uniform. I am trying to add in ambient occlusion and baked shadows to my models on a second UV map. The first UV with the main textures uses texture atlas with overlapping UV's, so I thought I could apply the AO via the shader on a second UV map that is not overlapping.
Hi Jerome! Passing in the array sounds like a very good solution! But how can I get the array from a freeForm or 3ds-file? Thank you for the response!
I got this response in the Khronos forums: If you’re using the legacy (fixed-function) API, texture coordinates can be specified by glTexCoord, glMultiTexCoord or glTexCoordPointer. Which set of texture coordinates are affected is determined by glActiveTexture for glTexCoord, the target parameter for glMultiTexCoord, and glClientActiveTexture for glTexCoordPointer. Within shaders, the various texture coordinates can be accessed through the gl_MultiTexCoord* variables. With 3+ core profile, you use...