Dlangdev said:
I have made several mockups and here is just one of them. Maybe you can tell if you can easily figure it out without even asking what it is. Because that's my goal, the form should be obvious to the user, it should communicate with a clear message.
Let's do some design mock-ups first and see what parts of the code will overlap.
By the way, we can take this conversation private, I don't want to waste resource by posting in this thread, but if it is OK with you I can post public in any thread you want to setup.
I find it easy to understand, the form, but I don;t know what colormap, normalmap and those things would do, but i guess clicking on them would be selfexplanatory.
1) Vertex color image button was added.
2) File open image button got added.
3) Preview bitmap added.
Vertex and File Open image buttons has code behind them that will set the color of the bitmap to the color selected and the other will populate a textbox with the filepath of the texture.
cool... so it saves the settings into .irr file? and i see that you put the word "fixed function" so i guess there will be another one for shader am i right.
so you have a scene in editor, you select a model in the scene, and then you chose Material Configuration from menu or context menu, is that how it works? Then when you click save, material info are first stored to selected scene node, then later when you save the whole scene, material data is automatically saved to irr scene with the selected mesh data? I don't know if these material attributes are already meshscenenode's class members that get serialized automatically?
pera wrote:so you have a scene in editor, you select a model in the scene, and then you chose Material Configuration from menu or context menu, is that how it works?
Yes, that is correct.
pera wrote:Then when you click save, material info are first stored to selected scene node, then later when you save the whole scene, material data is automatically saved to irr scene with the selected mesh data?
Yes.
pera wrote:I don't know if these material attributes are already meshscenenode's class members that get serialized automatically?
Good question, I haven't looked into that part, though I remember writing a test program for serializing data members. I don't have an answer for that and it will be probably take a few more weeks to get to that level of testing.