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		<id>http://horde3d.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pug</id>
		<title>Horde3D Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://horde3d.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pug"/>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Special:Contributions/Pug"/>
		<updated>2026-05-05T11:39:05Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Tips_and_Techniques&amp;diff=497</id>
		<title>Tips and Techniques</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Tips_and_Techniques&amp;diff=497"/>
				<updated>2009-02-11T09:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General:===&lt;br /&gt;
#Try and make sure your geometry is a sealed mesh to avoid shadow artefacts.&lt;br /&gt;
#If your exporting an existing model over to Horde, make sure you update the &amp;quot;.scene.xml&amp;quot; file, as often even minor adjustments will result in a different batchCount.&lt;br /&gt;
#Material defined double sided polygons are currently unsupported, you will need to duplicate, flip and merge.&lt;br /&gt;
#Depending on your Collada exporter you may need to manually triangulate your model. &lt;br /&gt;
#When exporting make sure your complete mesh is UV mapped, otherwise it may result in a ColladaConv crash. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modo specific:===&lt;br /&gt;
&lt;br /&gt;
#Colladamodo Build 19 exporter from SourceForge will crash unless you save your work first! however this is the current recommended plugin.&lt;br /&gt;
#After exporting you may need to edit your DAE file in a program such as notepad to modify the up axis, from Z_UP to Y_UP (line 14) - current limitation of Build 19 (24/01/09).&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Tips_and_Techniques&amp;diff=496</id>
		<title>Tips and Techniques</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Tips_and_Techniques&amp;diff=496"/>
				<updated>2009-02-11T09:41:30Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General:===&lt;br /&gt;
#Try and make sure your geometry is a sealed mesh to avoid shadow artefacts.&lt;br /&gt;
#If your exporting an existing model over to Horde, make sure you update the &amp;quot;.scene.xml&amp;quot; file, as often even minor adjustments will result in a different batchCount.&lt;br /&gt;
#Material defined double sided polygons are currently unsupported, you will need to duplicate, flip and merge.&lt;br /&gt;
#Depending on your Collada exporter you may need to manually triangulate your model. &lt;br /&gt;
#When exporting make sure your complete mesh is UV mapped, and not just sections which will result in a ColladaConv crash. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modo specific:===&lt;br /&gt;
&lt;br /&gt;
#Colladamodo Build 19 exporter from SourceForge will crash unless you save your work first! however this is the current recommended plugin.&lt;br /&gt;
#After exporting you may need to edit your DAE file in a program such as notepad to modify the up axis, from Z_UP to Y_UP (line 14) - current limitation of Build 19 (24/01/09).&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Tips_and_Techniques&amp;diff=485</id>
		<title>Tips and Techniques</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Tips_and_Techniques&amp;diff=485"/>
				<updated>2009-01-29T08:57:07Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: New page: ===General:=== #Try and make sure your geometry is a sealed mesh to avoid shadow artefacts. #If your exporting an existing model over to Horde, make sure you update the &amp;quot;.scene.xml&amp;quot; file, ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General:===&lt;br /&gt;
#Try and make sure your geometry is a sealed mesh to avoid shadow artefacts.&lt;br /&gt;
#If your exporting an existing model over to Horde, make sure you update the &amp;quot;.scene.xml&amp;quot; file, as often even minor adjustments for example the smoothing angle on the phong shader will result in a different batchCount.&lt;br /&gt;
#Material defined double sided polygons are currently unsupported, you will need to duplicate, flip and merge.&lt;br /&gt;
#Depending on your Collada exporter you may need to manually triangulate your model. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modo specific:===&lt;br /&gt;
&lt;br /&gt;
#Colladamodo Build 19 exporter from SourceForge will crash unless you save your work first! however this is the current recommended plugin.&lt;br /&gt;
#After exporting you may need to edit your DAE file in a program such as notepad to modify the up axis, from Z_UP to Y_UP (line 14) - current limitation of Build 19 (24/01/09).&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=484</id>
		<title>Horde3D Wiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=484"/>
				<updated>2009-01-29T08:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__{{ContentBlock|width=800|color=orange&lt;br /&gt;
|content= '''The community portal section of the Horde3D wiki contains community contributed articles that are not part of the official documentation. Feel free to add articles to our wiki or links to external tutorials.'''}}&lt;br /&gt;
{{SpacerBlock}}&lt;br /&gt;
{{ContentBlock|width=800&lt;br /&gt;
|header=Horde3D is a cross-platform graphics engine. The currently supported platform are Windows, Linux and Mac OS X.&lt;br /&gt;
|content={{!!}}&lt;br /&gt;
==Setting up the Development Environment==&lt;br /&gt;
*[[Horde3D Development Environment for Windows]]&lt;br /&gt;
*[[Horde3D Development Environment for Linux]]&lt;br /&gt;
*[[Horde3D Development Environment for Mac OS X]]&lt;br /&gt;
&lt;br /&gt;
*[[Horde3D Development Environment from SVN]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
&lt;br /&gt;
Fell free to write your tutorials here, for the benefit of the whole community. &lt;br /&gt;
&lt;br /&gt;
===Beginner===&lt;br /&gt;
#[[Tutorial - Hello World]] - In this section we will create a simple application that loads a character and animates it using a walk cycle.&lt;br /&gt;
#[[Tutorial - Picking]] - In this section we will demonstrate picking the node under the mouse cursor&lt;br /&gt;
#[[Tutorial - Simple HUD]] - How to use showOverlay to create a simple HUD.&lt;br /&gt;
#[[Tutorial - Setup Horde with SDL]]   - How to Setup Horde with SDL.&lt;br /&gt;
#[[Tutorial - Setup Horde with Qt4]]   - How to Setup Horde with Qt4.&lt;br /&gt;
#[[Tutorial - Setup Horde with Gtkmm]] - How to Setup Horde with Gtkmm&lt;br /&gt;
&lt;br /&gt;
===Intermediate===&lt;br /&gt;
#[[Basic Pipeline Tutorial]] - Create your first custom pipeline.&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
''to come in the future''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
[[Category: Techniques]]&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
#[[Shading Technique - Dot Product Detail Texturing]] - Using the dot product of vectors and signed textures for high frequency detail&lt;br /&gt;
#[[Shading Technique - Palette Coloring]] - Quick and dirty palette recoloration of objects&lt;br /&gt;
#[[Shading Technique - Gloss Mapping]] - Mask which areas of an object have specular highlights&lt;br /&gt;
#[[Shading Technique - Glow Mapping]] - Allow areas on an object to emit a strong glowing highlight&lt;br /&gt;
#[[Shading Technique - Fresnel]] - Using reflection and refraction&lt;br /&gt;
#[[Shading Technique - Linear Depth Buffer]] - Create a custom linear depth buffer using vertex&lt;br /&gt;
#[[Shading Technique - Terrain Shading]] - Height and slope based shading with triplanar texturing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preprocessing===&lt;br /&gt;
#[[Preprocessing Technique - Distance Field Vector Textures]] - Using Adobe Photoshop to generate textures suitable for efficient vector art rendering&lt;br /&gt;
&lt;br /&gt;
==Content/Asset Import==&lt;br /&gt;
&lt;br /&gt;
[[Category: Content Import]]&lt;br /&gt;
#[[Collada - 3DS Max and Maya]] - Exporting from 3D Studio Max and Maya.&lt;br /&gt;
#[[Collada - XSI]] - Exporting from XSI.&lt;br /&gt;
#[[Collada - Modo]] - Exporting from Modo.&lt;br /&gt;
#[[Direct Export from Blender]] - Exporting from Blender.&lt;br /&gt;
#[[AssetTroubleshooting|Troubleshooting]] - ''&amp;quot;Help, my model is not showing up!&amp;quot;''&lt;br /&gt;
#[[Tips and Techniques]] - Asset creation suggestions &amp;amp; ideas for Horde3d, exporting and program quirks..&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=483</id>
		<title>Horde3D Wiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=483"/>
				<updated>2009-01-29T08:53:53Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__{{ContentBlock|width=800|color=orange&lt;br /&gt;
|content= '''The community portal section of the Horde3D wiki contains community contributed articles that are not part of the official documentation. Feel free to add articles to our wiki or links to external tutorials.'''}}&lt;br /&gt;
{{SpacerBlock}}&lt;br /&gt;
{{ContentBlock|width=800&lt;br /&gt;
|header=Horde3D is a cross-platform graphics engine. The currently supported platform are Windows, Linux and Mac OS X.&lt;br /&gt;
|content={{!!}}&lt;br /&gt;
==Setting up the Development Environment==&lt;br /&gt;
*[[Horde3D Development Environment for Windows]]&lt;br /&gt;
*[[Horde3D Development Environment for Linux]]&lt;br /&gt;
*[[Horde3D Development Environment for Mac OS X]]&lt;br /&gt;
&lt;br /&gt;
*[[Horde3D Development Environment from SVN]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
&lt;br /&gt;
Fell free to write your tutorials here, for the benefit of the whole community. &lt;br /&gt;
&lt;br /&gt;
===Beginner===&lt;br /&gt;
#[[Tutorial - Hello World]] - In this section we will create a simple application that loads a character and animates it using a walk cycle.&lt;br /&gt;
#[[Tutorial - Picking]] - In this section we will demonstrate picking the node under the mouse cursor&lt;br /&gt;
#[[Tutorial - Simple HUD]] - How to use showOverlay to create a simple HUD.&lt;br /&gt;
#[[Tutorial - Setup Horde with SDL]]   - How to Setup Horde with SDL.&lt;br /&gt;
#[[Tutorial - Setup Horde with Qt4]]   - How to Setup Horde with Qt4.&lt;br /&gt;
#[[Tutorial - Setup Horde with Gtkmm]] - How to Setup Horde with Gtkmm&lt;br /&gt;
&lt;br /&gt;
===Intermediate===&lt;br /&gt;
#[[Basic Pipeline Tutorial]] - Create your first custom pipeline.&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
''to come in the future''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
[[Category: Techniques]]&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
#[[Shading Technique - Dot Product Detail Texturing]] - Using the dot product of vectors and signed textures for high frequency detail&lt;br /&gt;
#[[Shading Technique - Palette Coloring]] - Quick and dirty palette recoloration of objects&lt;br /&gt;
#[[Shading Technique - Gloss Mapping]] - Mask which areas of an object have specular highlights&lt;br /&gt;
#[[Shading Technique - Glow Mapping]] - Allow areas on an object to emit a strong glowing highlight&lt;br /&gt;
#[[Shading Technique - Fresnel]] - Using reflection and refraction&lt;br /&gt;
#[[Shading Technique - Linear Depth Buffer]] - Create a custom linear depth buffer using vertex&lt;br /&gt;
#[[Shading Technique - Terrain Shading]] - Height and slope based shading with triplanar texturing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preprocessing===&lt;br /&gt;
#[[Preprocessing Technique - Distance Field Vector Textures]] - Using Adobe Photoshop to generate textures suitable for efficient vector art rendering&lt;br /&gt;
&lt;br /&gt;
==Content/Asset Import==&lt;br /&gt;
[[Tips and Techniques]] - Asset creation suggestions &amp;amp; ideas for Horde3d, exporting and program quirks..&lt;br /&gt;
&lt;br /&gt;
[[Category: Content Import]]&lt;br /&gt;
#[[Collada - 3DS Max and Maya]] - Exporting from 3D Studio Max and Maya.&lt;br /&gt;
#[[Collada - XSI]] - Exporting from XSI.&lt;br /&gt;
#[[Collada - Modo]] - Exporting from Modo.&lt;br /&gt;
#[[Direct Export from Blender]] - Exporting from Blender.&lt;br /&gt;
#[[AssetTroubleshooting|Troubleshooting]] - ''&amp;quot;Help, my model is not showing up!&amp;quot;''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=482</id>
		<title>Horde3D Wiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=482"/>
				<updated>2009-01-29T08:53:15Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__{{ContentBlock|width=800|color=orange&lt;br /&gt;
|content= '''The community portal section of the Horde3D wiki contains community contributed articles that are not part of the official documentation. Feel free to add articles to our wiki or links to external tutorials.'''}}&lt;br /&gt;
{{SpacerBlock}}&lt;br /&gt;
{{ContentBlock|width=800&lt;br /&gt;
|header=Horde3D is a cross-platform graphics engine. The currently supported platform are Windows, Linux and Mac OS X.&lt;br /&gt;
|content={{!!}}&lt;br /&gt;
==Setting up the Development Environment==&lt;br /&gt;
*[[Horde3D Development Environment for Windows]]&lt;br /&gt;
*[[Horde3D Development Environment for Linux]]&lt;br /&gt;
*[[Horde3D Development Environment for Mac OS X]]&lt;br /&gt;
&lt;br /&gt;
*[[Horde3D Development Environment from SVN]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
&lt;br /&gt;
Fell free to write your tutorials here, for the benefit of the whole community. &lt;br /&gt;
&lt;br /&gt;
===Beginner===&lt;br /&gt;
#[[Tutorial - Hello World]] - In this section we will create a simple application that loads a character and animates it using a walk cycle.&lt;br /&gt;
#[[Tutorial - Picking]] - In this section we will demonstrate picking the node under the mouse cursor&lt;br /&gt;
#[[Tutorial - Simple HUD]] - How to use showOverlay to create a simple HUD.&lt;br /&gt;
#[[Tutorial - Setup Horde with SDL]]   - How to Setup Horde with SDL.&lt;br /&gt;
#[[Tutorial - Setup Horde with Qt4]]   - How to Setup Horde with Qt4.&lt;br /&gt;
#[[Tutorial - Setup Horde with Gtkmm]] - How to Setup Horde with Gtkmm&lt;br /&gt;
&lt;br /&gt;
===Intermediate===&lt;br /&gt;
#[[Basic Pipeline Tutorial]] - Create your first custom pipeline.&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
''to come in the future''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
[[Category: Techniques]]&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
#[[Shading Technique - Dot Product Detail Texturing]] - Using the dot product of vectors and signed textures for high frequency detail&lt;br /&gt;
#[[Shading Technique - Palette Coloring]] - Quick and dirty palette recoloration of objects&lt;br /&gt;
#[[Shading Technique - Gloss Mapping]] - Mask which areas of an object have specular highlights&lt;br /&gt;
#[[Shading Technique - Glow Mapping]] - Allow areas on an object to emit a strong glowing highlight&lt;br /&gt;
#[[Shading Technique - Fresnel]] - Using reflection and refraction&lt;br /&gt;
#[[Shading Technique - Linear Depth Buffer]] - Create a custom linear depth buffer using vertex&lt;br /&gt;
#[[Shading Technique - Terrain Shading]] - Height and slope based shading with triplanar texturing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preprocessing===&lt;br /&gt;
#[[Preprocessing Technique - Distance Field Vector Textures]] - Using Adobe Photoshop to generate textures suitable for efficient vector art rendering&lt;br /&gt;
&lt;br /&gt;
==Content/Asset Import==&lt;br /&gt;
[[Category: Content Import]]&lt;br /&gt;
#[[Tips and Techniques]] - Asset creation suggestions &amp;amp; ideas for Horde3d, exporting and program quirks..&lt;br /&gt;
#[[Collada - 3DS Max and Maya]] - Exporting from 3D Studio Max and Maya.&lt;br /&gt;
#[[Collada - XSI]] - Exporting from XSI.&lt;br /&gt;
#[[Collada - Modo]] - Exporting from Modo.&lt;br /&gt;
#[[Direct Export from Blender]] - Exporting from Blender.&lt;br /&gt;
#[[AssetTroubleshooting|Troubleshooting]] - ''&amp;quot;Help, my model is not showing up!&amp;quot;''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=481</id>
		<title>Horde3D Wiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=481"/>
				<updated>2009-01-29T08:52:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__{{ContentBlock|width=800|color=orange&lt;br /&gt;
|content= '''The community portal section of the Horde3D wiki contains community contributed articles that are not part of the official documentation. Feel free to add articles to our wiki or links to external tutorials.'''}}&lt;br /&gt;
{{SpacerBlock}}&lt;br /&gt;
{{ContentBlock|width=800&lt;br /&gt;
|header=Horde3D is a cross-platform graphics engine. The currently supported platform are Windows, Linux and Mac OS X.&lt;br /&gt;
|content={{!!}}&lt;br /&gt;
==Setting up the Development Environment==&lt;br /&gt;
*[[Horde3D Development Environment for Windows]]&lt;br /&gt;
*[[Horde3D Development Environment for Linux]]&lt;br /&gt;
*[[Horde3D Development Environment for Mac OS X]]&lt;br /&gt;
&lt;br /&gt;
*[[Horde3D Development Environment from SVN]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
&lt;br /&gt;
Fell free to write your tutorials here, for the benefit of the whole community. &lt;br /&gt;
&lt;br /&gt;
===Beginner===&lt;br /&gt;
#[[Tutorial - Hello World]] - In this section we will create a simple application that loads a character and animates it using a walk cycle.&lt;br /&gt;
#[[Tutorial - Picking]] - In this section we will demonstrate picking the node under the mouse cursor&lt;br /&gt;
#[[Tutorial - Simple HUD]] - How to use showOverlay to create a simple HUD.&lt;br /&gt;
#[[Tutorial - Setup Horde with SDL]]   - How to Setup Horde with SDL.&lt;br /&gt;
#[[Tutorial - Setup Horde with Qt4]]   - How to Setup Horde with Qt4.&lt;br /&gt;
#[[Tutorial - Setup Horde with Gtkmm]] - How to Setup Horde with Gtkmm&lt;br /&gt;
&lt;br /&gt;
===Intermediate===&lt;br /&gt;
#[[Basic Pipeline Tutorial]] - Create your first custom pipeline.&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
''to come in the future''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
[[Category: Techniques]]&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
#[[Shading Technique - Dot Product Detail Texturing]] - Using the dot product of vectors and signed textures for high frequency detail&lt;br /&gt;
#[[Shading Technique - Palette Coloring]] - Quick and dirty palette recoloration of objects&lt;br /&gt;
#[[Shading Technique - Gloss Mapping]] - Mask which areas of an object have specular highlights&lt;br /&gt;
#[[Shading Technique - Glow Mapping]] - Allow areas on an object to emit a strong glowing highlight&lt;br /&gt;
#[[Shading Technique - Fresnel]] - Using reflection and refraction&lt;br /&gt;
#[[Shading Technique - Linear Depth Buffer]] - Create a custom linear depth buffer using vertex&lt;br /&gt;
#[[Shading Technique - Terrain Shading]] - Height and slope based shading with triplanar texturing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preprocessing===&lt;br /&gt;
#[[Preprocessing Technique - Distance Field Vector Textures]] - Using Adobe Photoshop to generate textures suitable for efficient vector art rendering&lt;br /&gt;
&lt;br /&gt;
==Content/Asset Import==&lt;br /&gt;
[[Category: Content Import]]&lt;br /&gt;
#[[Tips &amp;amp; Suggestions]] - Asset creation suggestions &amp;amp; ideas for Horde, exporting and any program quirks..&lt;br /&gt;
&lt;br /&gt;
#[[Collada - 3DS Max and Maya]] - Exporting from 3D Studio Max and Maya.&lt;br /&gt;
#[[Collada - XSI]] - Exporting from XSI.&lt;br /&gt;
#[[Collada - Modo]] - Exporting from Modo.&lt;br /&gt;
#[[Direct Export from Blender]] - Exporting from Blender.&lt;br /&gt;
#[[AssetTroubleshooting|Troubleshooting]] - ''&amp;quot;Help, my model is not showing up!&amp;quot;''&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=265</id>
		<title>Collada - Modo</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=265"/>
				<updated>2008-07-17T12:26:38Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&amp;amp;show=Collada%20exporter).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 17th of July 2008 to date this is best working Collada exporter ive found for Modo that outputs suitable tags to function with Horde's Geo importer.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modified Download:'''&lt;br /&gt;
http://horde3d.org/forums/download/file.php?id=35&lt;br /&gt;
&lt;br /&gt;
'''Horde3d Forum Thread:'''&lt;br /&gt;
http://horde3d.org/forums/viewtopic.php?f=2&amp;amp;t=370&amp;amp;p=1815#p1815&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For exporting from Modo make sure your mesh is collapsed and triangulated (and all patches/splines etc are frozen). UV maps/channels must named UV01, UV02, UV03 and so on to be exported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to setup your Lightwave I/O content directory from preferences, the output path will be the location your new DAE files will be saved. Make sure your mesh layer is selected, using F6 browse &amp;amp; execute '''collada_exporter_horde.lua'''. &lt;br /&gt;
&lt;br /&gt;
After exporting at the moment you will need to edit and manually add the texture tags to your material files - '''&amp;lt;TexUnit unit=&amp;quot;0&amp;quot; map=&amp;quot;wood01.png&amp;quot; /&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Export Scale'''&lt;br /&gt;
&lt;br /&gt;
Your model size is defined using Game Units ratio found in Modo's preferences. If your using more than one art package (for example 3D Sutido Max) I would recommend setting both to a Game Unit of 1 per meter.&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=264</id>
		<title>Collada - Modo</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=264"/>
				<updated>2008-07-17T12:25:42Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&amp;amp;show=Collada%20exporter).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 17th of July 2008 to date this is best working Collada exporter ive found for Modo that outputs suitable tags to function with Horde's Geo importer.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modified Download:'''&lt;br /&gt;
http://horde3d.org/forums/download/file.php?id=35&lt;br /&gt;
&lt;br /&gt;
'''Forum Thread:'''&lt;br /&gt;
http://horde3d.org/forums/viewtopic.php?f=2&amp;amp;t=370&amp;amp;p=1815#p1815&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For exporting from Modo make sure your mesh is collapsed and triangulated (and all patches/splines etc are frozen). UV maps/channels must named UV01, UV02, UV03 and so on to be exported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to setup your Lightwave I/O content directory from preferences, the output path will be the location your new DAE files will be saved. Make sure your mesh layer is selected, using F6 browse &amp;amp; execute '''collada_exporter_horde.lua'''. &lt;br /&gt;
&lt;br /&gt;
After exporting at the moment you will need to edit and manually add the texture tags to your material files - '''&amp;lt;TexUnit unit=&amp;quot;0&amp;quot; map=&amp;quot;wood01.png&amp;quot; /&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Export Scale'''&lt;br /&gt;
&lt;br /&gt;
Your model size is defined using Game Units ratio found in Modo's preferences. If your using more than one art package (for example 3D Sutido Max) I would recommend setting both to a Game Unit of 1 per meter.&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=263</id>
		<title>Collada - Modo</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=263"/>
				<updated>2008-07-17T12:25:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&amp;amp;show=Collada%20exporter).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modified Download:'''&lt;br /&gt;
http://horde3d.org/forums/download/file.php?id=35&lt;br /&gt;
&lt;br /&gt;
'''Forum Thread:'''&lt;br /&gt;
http://horde3d.org/forums/viewtopic.php?f=2&amp;amp;t=370&amp;amp;p=1815#p1815&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For exporting from Modo make sure your mesh is collapsed and triangulated (and all patches/splines etc are frozen). UV maps/channels must named UV01, UV02, UV03 and so on to be exported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to setup your Lightwave I/O content directory from preferences, the output path will be the location your new DAE files will be saved. Make sure your mesh layer is selected, using F6 browse &amp;amp; execute '''collada_exporter_horde.lua'''. &lt;br /&gt;
&lt;br /&gt;
After exporting at the moment you will need to edit and manually add the texture tags to your material files - '''&amp;lt;TexUnit unit=&amp;quot;0&amp;quot; map=&amp;quot;wood01.png&amp;quot; /&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Export Scale'''&lt;br /&gt;
&lt;br /&gt;
Your model size is defined using Game Units ratio found in Modo's preferences. If your using more than one art package (for example 3D Sutido Max) I would recommend setting both to a Game Unit of 1 per meter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
As of 17th of July 2008 to date this is best working Collada exporter ive found for Modo that outputs suitable tags to function with Horde's Geo importer.&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=262</id>
		<title>Collada - Modo</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=262"/>
				<updated>2008-07-15T11:30:36Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&amp;amp;show=Collada%20exporter).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modified Download:'''&lt;br /&gt;
http://horde3d.org/forums/download/file.php?id=35&lt;br /&gt;
&lt;br /&gt;
'''Forum Thread:'''&lt;br /&gt;
http://horde3d.org/forums/viewtopic.php?f=2&amp;amp;t=370&amp;amp;p=1815#p1815&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To export from Modo to Collada make sure the mesh has been triangulated (and that all patches frozen), &amp;amp; for UV maps to be named as UV01, UV02, UV03.. and so on. You will need to set your Lightwave I/O content directory in Prefs for the output path for the plugin, then using F6 select '''collada_exporter_horde.lua'''. &lt;br /&gt;
&lt;br /&gt;
After exporting into geo format lastly you will need to manually add the texture tags to the material files, example:&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;TexUnit unit=&amp;quot;0&amp;quot; map=&amp;quot;wood01.png&amp;quot; /&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for the Horde Converter.&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=261</id>
		<title>Collada - Modo</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=261"/>
				<updated>2008-07-15T11:30:21Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&amp;amp;show=Collada%20exporter).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modified Download:'''&lt;br /&gt;
http://horde3d.org/forums/download/file.php?id=35&lt;br /&gt;
&lt;br /&gt;
'''Forum Thread:'''&lt;br /&gt;
http://horde3d.org/forums/viewtopic.php?f=2&amp;amp;t=370&amp;amp;p=1815#p1815&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To export from Modo to Collada make sure the mesh has been triangulated (and that all patches frozen), &amp;amp; for UV maps to be named as UV01, UV02, UV03.. and so on. You will need to set your Lightwave I/O content directory in Prefs for the output path for the plugin, then using F6 select '''collada_exporter_horde.lua'''. &lt;br /&gt;
&lt;br /&gt;
After exporting into geo format lastly you will need to manually add the texture tags to the material files, example:&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;TexUnit unit=&amp;quot;0&amp;quot; map=&amp;quot;wood01.png&amp;quot; /&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for the Horde Converter.&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=251</id>
		<title>Collada - Modo</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=251"/>
				<updated>2008-06-13T10:34:45Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&amp;amp;show=Collada%20exporter).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modified Download:'''&lt;br /&gt;
http://horde3d.org/forums/download/file.php?id=35&lt;br /&gt;
&lt;br /&gt;
'''Forum Thread:'''&lt;br /&gt;
http://horde3d.org/forums/viewtopic.php?f=2&amp;amp;t=370&amp;amp;p=1815#p1815&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To export from Modo to Collada make sure the mesh has been triangulated (and that all patches frozen), &amp;amp; for UV maps to be named as UV01, UV02, UV03.. and so on. You will need to set your Lightwave I/O content directory in Prefs for the output path for the plugin, then using F6 select '''collada_exporter_horde.lua'''. &lt;br /&gt;
&lt;br /&gt;
Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for Horde.&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=250</id>
		<title>Collada - Modo</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Collada_-_Modo&amp;diff=250"/>
				<updated>2008-06-13T10:33:56Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: New page: To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&amp;amp;show=Collada%20exporter).&lt;br /&gt;
&lt;br /&gt;
'''Modified Download:'''&lt;br /&gt;
http://horde3d.org/forums/download/file.php?id=35&lt;br /&gt;
&lt;br /&gt;
'''Forum Thread:'''&lt;br /&gt;
http://horde3d.org/forums/viewtopic.php?f=2&amp;amp;t=370&amp;amp;p=1815#p1815&lt;br /&gt;
&lt;br /&gt;
To export from Modo to Collada make sure the mesh has been triangulated (and that all patches frozen), &amp;amp; for UV maps to be named as UV01, UV02, UV03.. and so on. You will need to set your Lightwave I/O content directory in Prefs for the output path for the plugin, then using F6 select '''collada_exporter_horde.lua'''. &lt;br /&gt;
&lt;br /&gt;
Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for Horde.&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=249</id>
		<title>Horde3D Wiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=249"/>
				<updated>2008-06-13T09:19:56Z</updated>
		
		<summary type="html">&lt;p&gt;Pug: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__{{ContentBlock|width=800|color=orange&lt;br /&gt;
|content= '''The community portal section of the Horde3D wiki contains community contributed articles that are not part of the official documentation. Feel free to add articles to our wiki or links to external tutorials.'''}}&lt;br /&gt;
{{SpacerBlock}}&lt;br /&gt;
{{ContentBlock|width=800&lt;br /&gt;
|header=Horde3D is a cross-platform graphics engine. The currently supported platform are Windows, Linux and Mac OS X.&lt;br /&gt;
|content={{!!}}&lt;br /&gt;
==How-To setup a Horde3D Development Environment==&lt;br /&gt;
*[[Horde3D Development Environment for Windows]]&lt;br /&gt;
*[[Horde3D Development Environment for Linux]]&lt;br /&gt;
*[[Horde3D Development Environment for Mac OS X]]&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
&lt;br /&gt;
Fell free to write your tutorials here, for the benefit of the whole community. &lt;br /&gt;
===Beginner===&lt;br /&gt;
#[[Tutorial - Hello World]] - In this section we will create a simple application that loads a character and animates it using a walk cycle.&lt;br /&gt;
#[[Tutorial - Picking]] - In this section we will demonstrate picking the node under the mouse cursor&lt;br /&gt;
#[[Tutorial - Simple HUD]] - How to use showOverlay to create a simple HUD.&lt;br /&gt;
&lt;br /&gt;
===Intermediate===&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
[[Category: Techniques]]&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
#[[Shading Technique - Dot Product Detail Texturing]] - Using the dot product of vectors and signed textures for high frequency detail&lt;br /&gt;
#[[Shading Technique - Palette Coloring]] - Quick and dirty palette recoloration of objects&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
#[[Collada - Modo]] - Exporting from Modo. &lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pug</name></author>	</entry>

	</feed>