Code: Select all
# Blender3D v245 OBJ File: character.02.blend
# www.blender3d.org
mtllib character.02.mtl
o mesh
v 0.032245 0.926210 -0.121173
v -0.031213 0.926210 -0.121218
...
vt 0.312140 0.459124 0.0
vt 0.306906 0.461958 0.0
vt 0.302775 0.458306 0.0
vt 0.309049 0.454698 0.0
...
vn 0.559832 0.238624 -0.793481
vn -0.273629 0.059816 -0.959960
vn -0.289468 0.119694 -0.949644
vn 0.527177 0.246406 -0.813227
...
usemtl Suit_minetex.tga
s 1
f 371/1/1 339/2/2 360/3/3 373/4/4
f 341/5/5 340/6/6 372/7/7 374/8/8
f 373/9/4 360/10/3 361/11/9 375/12/10
f 342/13/11 341/14/5 374/15/8 376/16/12
Code: Select all
//
// Vertex Shader Declaration
//
float4x4 matViewProjection;
float4x4 matView;
struct VS_INPUT
{
float4 Position : POSITION0;
????a Tangent: ????b ;
float3 Normal : NORMAL0;
????c Face : ????d
};
perhaps play around in texture (tangent) space a little more using this declaration.
eventually ending up being able to play around with this...
www.seas.upenn.edu/~cis665/Skin%20Rendering.ppt
thanks in advance.





