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Looking
Glass
 
 

David Wyand 's Looking Glass for the Torque Engine

The TGE Orc player model has been loaded and the BIP01 L Foot node has been selected by the user. With a selected node, Looking Glass draws the node's axis as well as displays either its world or local position and rotation (user selectable) to the left of the view window. Also with a node selected, the vertices that are controlled by the node are highlighted. A yellow vertex is completely controlled by the node while a red one has very little influence (the colours are user definable).

The run animation sequence has been selected and is shown three quarters of the way through using the animation position slider. The nodes and their parental links are shown and animate along with the object's mesh. The user also has the Detail Levels window open with the first level of detail selected. The user toggled HUD also shows the various LOD statistics.

 
The original Torque Guy has been loaded into a separate layer and is being rendered with a white wireframe over the texture. The head object has been selected causing a translucent bounding box to be drawn. Lights have been disabled forcing the object to be shown with 100% ambient light. The solid background colour has been replaced with a user selected image. The drawing of the nodes and node links has been disabled while the mount0 node has been selected causing its local coordinates and axis to be displayed.
The user has chosen a black background and turned off the grid. Environmental mapping has been enabled with a user selected bitmap. A weapon (that was loaded into another layer) has been mounted to the player.dts's hand (mount0, but it could have been any node).
 

The Material List window has been opened showing all of the DTS materials for the current object. The material named player is 512x512 pixels and has the S Wrap and T Wrap flags turned on in the DTS file. If this file were in the standard TGE skin format (base.player.png for example) then it could be changed using the skinning controls at the bottom of the window.

If the Flush Texture Cache button were clicked, all bitmaps would be flushed and reloaded (also accessible by pressing the 't' key). The user may also elect to reload all textures on a timed basis. This is useful when creating textures in a paint program, allowing the user to periodically save their texture and see the results on their model.

 
The current object is being forced to display the fourth mip map level. All mip map levels may be inspected while the object is viewed full size, which is useful for checking for visible seams. The Sequence List window is open showing a number of attributes for the loaded animation sequences, including which nodes take part in the animation, and any defined triggers.
 
The buggy.dts object's collision mesh is displayed over the object. The front right shock object has been selected causing its bounding box to be rendered. The main light has been moved over and slightly in front of the buggy by holding down the 'l' key and moving the mouse.
 
The Shape Properties window is open showing the structure of the current object. Nodes, their meshes and the materials used by those meshes are shown. The Thread Controls window is also open, allowing the user to have multiple animation sequences playing at once for the current object. This is useful for testing out blended sequences.
 

The Shape Properties window is open this time showing the Rendering tab. This shows the user how the current object and detail are rendered, including the order in which the objects and meshes are drawn. In this case, the detail level at 145 pixels is being drawn, which contains the bodymesh object. This object has a skin-type mesh (other possible meshes are standard and sorted) with a single material.

The user has also activated the Synapse Gaming Lighting Pack and is in the process of positioning the overexposed light source.

 
 

© 2009 Gnometech Inc.