\n\n T<\/p>\n<\/td>\n<\/tr>\n<\/table>\n his chapter aims to give you a few good tips and tricks that you can apply to any 3D model that you come across. Using the meth\u00adods here, you will be able to apply lighting to your models, move them around, and even optimize your rendering code a little bit. You first learn how to calculate face and vertex normals, which will enable you to apply lighting to your model. Face normals give you a flat-shaded model, whereas vertex normals give you a smooth-shaded model.<\/p>\n","protected":false},"excerpt":{"rendered":" B ack at the beginning of the book you learned about the MD2 format used in id Software\u2019s Quake II. Since then, Quake and its file format have matured. MD2\u2019s bigger brother, MD3, was created for use in Quake III. Quake III pushed games ahead with more and prettier graphics features, such as curved surfaces. […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[7],"tags":[],"_links":{"self":[{"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/posts\/97"}],"collection":[{"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/comments?post=97"}],"version-history":[{"count":0,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/posts\/97\/revisions"}],"wp:attachment":[{"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/media?parent=97"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/categories?post=97"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/tags?post=97"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}
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