
What should be written in here?
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<material>
<name>Material</name>
<diffuse>
<colour>0.5 0.5 0.5</colour>
</diffuse>
</material>
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<material>
<name>Material</name>
<diffuse>
<colour>0.5 0.5 0.5</colour>
</diffuse>
</material>
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<material>
<name>textest</name>
<diffuse>
<colour>0.8 0.8 0.8</colour>
<albedo_texture>
<uv_set>albedo</uv_set>
<path>indigo2.jpg</path>
<gain>1.0</gain>
<exponent>1.0</exponent>
</albedo_texture>
</diffuse>
</material>
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<mesh>
<name>mesh1</name>
<!-- define an 'embedded' nesh instead of loading a .3ds file -->
<embedded>
<expose_uv_set>
<index>0</index>
<name>albedo</name>
</expose_uv_set>
<expose_uv_set>
<index>1</index>
<name>bump</name>
</expose_uv_set>
<!--Define some vertices-->
<!--only uv0's are used here-->
<vertex pos="-40 -40 1" normal="0 0 1" uv0="0 0" uv1="0 0" uv2="0 0"/>
<vertex pos="-40 40 1" normal="0 0 1" uv0="0 10" uv1="0 10" uv2="0 1" />
<vertex pos="40 40 1" normal="0 0 1" uv0="10 10" uv1="10 10" uv2="1 1" />
<vertex pos="40 -40 1" normal="0 0 1" uv0="10 0" uv1="10 0" uv2="1 0" />
<!--Define a few tris using the above vertices, and the phong material-->
<triangle_set>
<material_name>mat1</material_name>
<!-- Define the triangles by giving the indices of the vertices they are composed of -->
<tri>0 1 2</tri>
<tri>0 2 3</tri>
</triangle_set>
<vertex pos="2 0 0" normal="-1 0 0" uv0="0 0" />
<vertex pos="2 0 4" normal="-1 0 0" uv0="0 8" />
<vertex pos="2 2 4" normal="-1 0 0" uv0="8 8" />
<vertex pos="2 2 0" normal="-1 0 0" uv0="8 0" />
<triangle_set>
<material_name>copper</material_name>
<tri>4 5 6</tri>
<tri>4 6 7</tri>
</triangle_set>
<vertex pos="-2 0 0" normal="-1 0 0" uv0="0 0" />
<vertex pos="-2 0 4" normal="-1 0 0" uv0="0 8" />
<vertex pos="-2 2 4" normal="-1 0 0" uv0="8 8" />
<vertex pos="-2 2 0" normal="-1 0 0" uv0="8 0" />
<triangle_set>
<material_name>copper</material_name>
<tri>8 9 10</tri>
<tri>8 10 11</tri>
</triangle_set>
</embedded>
</mesh>
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<expose_uv_set>
<index>0</index>
<name>albedo</name>
</expose_uv_set>
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<albedo_texture>
<uv_set>uv</uv_set>
<path>ex01.jpg</path>
<gain>1.000000</gain>
<exponent>2.300000</exponent>
</albedo_texture>
<bump_map>
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