SMG

Results 245 comments of SMG

This is using deprecated parts of the OpenGL API. The text renderer would need to be rewritten to work consistently on modern GPUs, so it's unlikely this will be fixed...

This would definitely be a cool feature, but adding an accurate recreation of the game's physics engine would be non trivial. I wouldn't expect something like this to happen any...

We have all the necessary code to load prc files and code to render all the shapes we would need (spheres, capsules, etc). While it's not a big priority at...

Importing XML would be a nice feature since Cross Mod can validate any errors and the rendering for invalid materials has improved quite a bit. I don't have any plans...

The presets themselves can be stored in a single MaterialPresets.xml file using the same format used for MatLab. The material label can be repurposed to serve as the preset name....

- [x] Material preset selector - [x] Update the model (matl) - [x] Update the view model and render material - [x] Handle the case where the material preset xml...

There may be separate material/mesh attributes required by the transition materials that may be worth adding as part of the transition rendering or as a separate warning.

This will require updating the vertex attribute configuration since SFGenericModel was updated.

I don't have any plans at the moment to extend the material editor. I'll keep this in mind if I ever come back to working on Cross Mod or something...

I don't get this error when downloading the latest release and running the executable. Are you trying to build from source?