Nintendo 64 based graphics in Blender.
Borrowed heavily from Fast64.
- uv shift
- color overlay
- solid color objects
- figure out ambient light and directional light = [image x ambient + image x directional]
- figure out directional light strength calculation (normals)
- ensure that lighting is correct (rgb color accuracy and light strength stuff)
- figure out why texture is unstable = [blend mode alpha blend makes it unstable]
- ambient color
- directional light
- translucency
- global variables
- set defaults for globals
- reset sidebar options to default when creating new material
- global overrides
- vertex alpha
- texture scale
- multiple textures (vertex alpha and separate uv maps too)
- convert panel classes to layout.panel
- split up functions, classes, and files (sub property groups, sub panels, etc.)
- world space light direction toggle
- post-processing: horizontal blur and large antialiasing
- skybox
- clean up nodes and ui (maybe convert back to curved routes)
- texture scroll
- texture animation
- color masked textures? (think colored bundles)
- global toggles (disable fog, etc. globally)
- geometry that always faces the camera
- create color attribute when a 4b material is selected, not just created
- Gouraud shading (see Documents/Blender/4b_specular_highlights_example.blend)
- fix texture clamp (it should be in all directions)
- particles
- collision
- object placement
- fix fog edge artifacts
- object pointers for shader data? (directional light object, ambient light object, fog object, etc.)
- smooth shading toggle?
- consider the fact that most color features can not make the original brighter
- consider the fact that black base color values are unaffected by most shading
- automatic vertex color tool based on configuration (ambient occlusion, light source, shadows)
- https://blender.stackexchange.com/questions/91204/how-to-bake-ambient-occlusion-into-vertex-colors (cycles on cuda)