That's right. Gone are the days of constant colored Stanford models. Textures are the new black, green, pink and orange.
I added a shading engine responsible for feeding bxdfs their coefficients, so I finally have an appropriate environment for things like texture mapping. There are a lot of features to be written, but the framework is there now so this is where the fun begins. I kinda broke my obj parser in the process of adding prim var support, so normals are back to faceted but that's all temporary. Be prepared for a bunch of updates on the shading side.
-Espen
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