Zack Middleton

Results 130 comments of Zack Middleton

I have some interest in this but I don't currently have plans to work on it.

[mick-p1982 wrote](https://github.com/zturtleman/mm3d/issues/53#issuecomment-519320523): > I've found myself removing std::list from the bulk of the code. Kevin (one assumes) favored list and front and pop_front where inappropriate. I think if deleting geometry...

Texture changes should be done using menubar -> Materials -> Edit Materials and Edit Groups. Metadata is only directly saved in .mm3d files. Some metadata may be used by the...

I have an interest in OpenGL ES but not for Maverick currently. I'm developing an OpenGL 2+ / ES 2+ / WebGL renderer and model viewer in my Clover's Toy...

It probably only affects how often model view port is redrawn, not playable speed, so that less than 20 frame per-second animations can interpolate between frames. (I haven't confirmed if...

It shouldn't be too difficult to add. Similar to bone joint rotation (https://github.com/zturtleman/mm3d/commit/c010973b6451bcfa44370b728b24832cb407eeec). Scale would eventually be needed for bone joints as well (#35).

Ah, I hadn't looked into how Projection rotation was stored. Bone joints (#35) would need nonuniform scaling. It's fine if scale UI can't share between projection and bone joints.

Smaller files would be good, yes. How animations are stored internally and in .mm3d files is a deeper fundamental change than I'm currently interested in. I personally want .mm3d files...

It could be converted to a list box with buttons to move group up and down in list. Like the animation sets window. This applies to materials and bones as...

Hmm, it store shader name as texture on load, but strips off directories for material name. This will be more complex than I originally thought.