Glass: Difference between revisions
Appearance
No edit summary |
|||
| (One intermediate revision by the same user not shown) | |||
| Line 8: | Line 8: | ||
=== In nn::mii === | === In nn::mii === | ||
nn::mii | nn::mii Glass textures have RG channels swapped in comparison to [[FFL]]. | ||
<gallery> | <gallery widths="240"> | ||
File:Glass texture FFL.jpg|Renderdoc inspecting | File:Glass texture FFL.jpg|Renderdoc inspecting [[Mii Maker (Wii U)]] | ||
File:Glass texture NX.jpg|Renderdoc inspecting | File:Glass texture NX.jpg|Renderdoc inspecting [[MiiEdit Applet|MiiEdit (Switch)]] | ||
</gallery> | </gallery> | ||
{{Render-Navbox}} | {{Render-Navbox}} | ||
[[Category:Face part]] | [[Category:Face part]] | ||
Latest revision as of 20:58, 24 September 2025

In Mii rendering, the glasses are part of the face. The glass model is a quad model placed in front of the mask, and a texture is projected onto it. The glass texture is made up of one lens, which is flipped in rendering for each side.
Texture
[edit | edit source]The texture contains RG color channels and is modulated with the Luminance Alpha strategy. In modulation, ColorR is determined by the glass_color field. In FFL, this is a Glass Color, and in nn::mii, this is a Common Color.
-
Before modulation
-
After modulation.
In nn::mii
[edit | edit source]nn::mii Glass textures have RG channels swapped in comparison to FFL.
-
Renderdoc inspecting Mii Maker (Wii U)
-
Renderdoc inspecting MiiEdit (Switch)