To store uv you must use the property TexCoords in TGLMeshObject (in a TGLFreeForm)
Hi, for baked shadow why don't you bake the whole texture ,texture + shadow in only one texture ? For ambient occlusion you can take look here https://sourceforge.net/p/glscene/discussion/93605/thread/ca6814bb01/ for SSAO (Screen space ambient occlusion)
Hello, if i'm remember 3DS loader only load the first UV. What do you want to acheive exactly ? It is a simple blending textures or it is an animation effect ? Perhaps it can be done in other way.
Hi GLScene support Linux but only with Lazarus. Instead of declare GLSceneViewer unit you must use GLLCLSceneViewer if i'm remember well
Hi GLScene support Linux but only with Lazarus. Instead of declare GLSceneViewer you must use GLLCLSceneViewer if i'm remember well
Hi Daniel the better way is to create a child of TGLCustomShader like shaders samples in glscene's code. You'll can pass your array of coordinates to your shader with uniforms properties. The second way is render your object through a TGLDirectOpenGL and apply gl_MultiTexCoord but this solution is weird for me and it need more work.
Hi Tambok, nice project. :) If you use GizmoEx, undo/redo is automatic. If you want to use undo/redo mechanisme in GLGizmoEX unit you must play with TGLGizmoExActionHistoryCollection. You have two methods addObjects and addObject. After you have undo and redo methods. Check the undo/redo procedure in TGLGizmoEx to see how to use it. You'll see it's simple
Hi if i'm remember well just call the undo/redo methods