Update README.md

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Fredrick Amnehagen 2014-05-10 11:43:17 +02:00
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Texture Converter - Manual Texture Converter - Manual
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Bakes together 2 images into the resulting image RGB=(A:rgb) + A=(B:avg(rgb)) *Bakes together 2 images into the resulting image RGB=(A:rgb) + A=(B:avg(rgb))*
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**Usage** **Usage**
In windows explorer, select 2 images and drag&drop them onto the executable. In windows explorer, select 2 images and drag&drop them onto the executable.
When selecting, make sure to select the RGB source image first. When selecting, make sure to select the RGB source image first.
**What it does** **What it does**
Takes the RGB channels from image B. Takes the RGB channels from image B.
Calculates the greyscale of them, ie averages them into one value. Calculates the greyscale of them, ie averages them into one value.
The final image exported has the RGB-values from image A, and as its alpha value is the calculated greyscale value of image B. The final image exported has the RGB-values from image A, and as its alpha value is the calculated greyscale value of image B.
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A=(B:avg(rgb)) A=(B:avg(rgb))
**Why?** **Why?**
In the current version of the Oyster rendering engine there is no support for transparent objects, aside from particles. This makes the alpha-channel of the diffuse texture redundant. We made the design choice to use that free alpha channel to store our glow-factor. In the current version of the Oyster rendering engine there is no support for transparent objects, aside from particles. This makes the alpha-channel of the diffuse texture redundant. We made the design choice to use that free alpha channel to store our glow-factor.
The same goes for our normal map, we use the alpha value slot to store our specular factor. The specular light factor has been reduced to one value; as opposed to two values. The same goes for our normal map, we use the alpha value slot to store our specular factor. The specular light factor has been reduced to one value; as opposed to two values.