Hey all,
I have an interesting situation and was wondering if anyone had any suggestions.
I have a problem here that I am not sure how to solve and the solution may be software or something that can be done in 3DS Max.
Problem: Calculating the vertex normals is taking too long and causes unexeptable load times. Soon to double when the new models come. If I use the normals from the .x file the image is dark and not as sharp. If I turn on ambient lighting the image is bright but still not sharp and is hard to see the details.
Caveats: I am using .x files, so parsing manually into home grown objects, (thus not able to use DirectX_object->Normalize) but rendering in OpenGL. The vertex normal calculations are done after all the models and textures are loaded, its the last operation before the images are rendered.
Is anyone familiar enough with 3DS Max to tell me if vertex normals can be calculated during the export to an X file?
Are there some lighting techniques (a special combination of ambient/spot/specular) to acheive a sharper and brighter image?
I am currently researching the possibility of using a script in Max if possible. During the export process there is an option pick a script to run on the file.
Thanks!
I have an interesting situation and was wondering if anyone had any suggestions.
I have a problem here that I am not sure how to solve and the solution may be software or something that can be done in 3DS Max.
Problem: Calculating the vertex normals is taking too long and causes unexeptable load times. Soon to double when the new models come. If I use the normals from the .x file the image is dark and not as sharp. If I turn on ambient lighting the image is bright but still not sharp and is hard to see the details.
Caveats: I am using .x files, so parsing manually into home grown objects, (thus not able to use DirectX_object->Normalize) but rendering in OpenGL. The vertex normal calculations are done after all the models and textures are loaded, its the last operation before the images are rendered.
Is anyone familiar enough with 3DS Max to tell me if vertex normals can be calculated during the export to an X file?
Are there some lighting techniques (a special combination of ambient/spot/specular) to acheive a sharper and brighter image?
I am currently researching the possibility of using a script in Max if possible. During the export process there is an option pick a script to run on the file.
Thanks!