.. Copyright 2013 Pixar Licensed under the terms set forth in the LICENSE.txt file available at https://opensubdiv.org/license. glPtexViewer ------------ .. contents:: :local: :backlinks: none SYNOPSIS ======== .. parsed-literal:: :class: codefhead **glPtexViewer** [**-f**] [**-yup**] [**-u**] [**-a**] [**-l** *isolation level*] [**-c** *animation loops*] [**-e** *environment map*] [**-d** *HDR diffuse map*] [**-s** *HDR specular map*] [**--disp** *displacement scale*] [**--bump** *bump scale*] *ptex color file* *ptex displacement file* *ptex occlusion file* *ptex specular file* *objfile(s)* DESCRIPTION =========== ``glPtexViewer`` is a stand-alone application that showcases advanced HDR shading with color, displacement, occlusion and specular ptex maps. Multiple controls are available to experiment with the algorithms. .. image:: images/barb_1.jpg :width: 400px :align: center :target: images/barb_1.jpg OPTIONS ======= See the description of the `common comand line options `__ for the subset of common options supported here. **-e** *environment map* A low dynamic range spherical environment map used as a background. Ideally, a color-normalized version of the HDR light probe. **-d** *HDR diffuse map* An HDR file containing a diffuse environment map (typically they are low resolution blurry hemispherical convolutions of the environment light probe). **-s** *environment map* An HDR file containing a specular environment map. **--disp** *displacement scale* A scalar multiplier for the shader displacement values. **--bump** *displacement scale* A scalar multiplier for the shader bump values. *ptex color file* A ptex file containing RGB channels read as material albedo color. *ptex displacement file* A single-channel ptex file (preferably float precision) containing the displacement values. *ptex occlusion file* A single-channel ptex file (preferably 8 bits precision) containing a pre-computed ambient occlusion signal. *ptex specular file* A single-channel ptex file (preferably 8 bits precision) applied to modulate the specular reflectance of the material KEYBOARD CONTROLS ================= .. code:: c++ q : quit esc : hide GUI x : save screenshot f : fit frame +/- : increase / decrease tessellation rate r : reload and re-compile the shader files e : draw normals .. include:: examples_see_also.rst