iOS: Complex Models, and Lighting
More iOS progress. Screenshot:
This is a complex model, an orc, loading from the 10FF data. The orc consists of 12 actual models, stitched together so they can be swapped in and out as needed; for instance, if the orc decides to wield a sword instead of a club.
No textures yet, but I have implemented lighting. The weird lighting in this screenshot is because:
- The ambient light is blue.
- There is a green directional light to the top left.
- There is a red point light to the top right.
Next up, textures and animations. Animations should be super-simple, as the rendering code already handles them, it just needs to be told (by the shell application) what time it is. Textures are a little trickier, but still not too bad since the rendering code supports them just fine on Windows.