In the latest development release of ModelConverterX I have included a number of improvements of the drawcall minimizer: The performance of the drawcall minimizer has been improved a lot. You should see that it takes a lot less time to calculate the combined texture sheet now. There is an additional option to specify that textures […]
NVidia vs AMD: Shader differences
Around Christmas last year I made quite some changes to the shaders that ModelConverterX uses to be able to implement the PBR materials. Around that time I also optimized the code of the ModelConverterX preview to have better performance and less memory usage. This week it turned out that these new shaders did not give […]
PBR support in ModelConverterX preview
After the recent performance improvements to ModelConverterX, I have been working on another feature that was on my wishlist for a long time and that is supporting rendering PBR materials in the preview. The next development release does add this feature for P3D PBR models. Below you see a screenshot of a test model with […]
ModelConverterX performance update
Over the past weeks I have been working hard to make ModelConverterX work more efficient. And the good news is that I have finished this improvement now, so the next development release contains these optimizations. So this is my (slightly early) Christmas present to all ModelConverterX users. It will give you more available RAM left […]
MCX performance optimizations
Lately it has been quiet with new features for ModelConverterX, but that doesn’t mean I have not been busy. After optimizing the import performance of glTF files for MSFS, I found quite a big inefficiency in the way ModelConverterX stores the model data internally. So I have been working on optimizing that internal structure of […]
MSFS materials
Since last week ModelConverterX supports reading and writing of glTF files for MSFS. But this version did not yet support all the material attributes that MSFS has. There are 15 different material types that can be used in MSFS and each of them have a different set of attributes. The latest development release of ModelConverterX […]
glTF support for ModelConverterX
I am happy to announce that from today the development release of ModelConverterX supports the glTF format as used by the new MSFS. With this addition I have also changed the version number of the development release to 1.5. You can now read glTF files and the MSFS BGL files that contain the object models […]
FS2020 support
With FS2020 being available I would like to let you know that I have started on adding support for the glTF models in ModelConverterX already. But it’s not yet finished or fully tested as my current machine doesn’t meet the FS2020 specs. Once I’m back from vacation I’ll continue on this feature. By that time […]
Ground Polygon Wizard update and seasonal models
The latest development release contains an updated version of the ground polygon wizard (GPW). The user interface has not changed a lot, but under water a lot has changed. So if you run into small issues with the new GPW, please let me know. The following changes are included: Before the GPW would set the […]
Prepar3D v5 support
I have just released new development release versions of all my tools with added support for Prepar3D v5. The impact of the new version on most tools is limited. Below I list the details per tool. Overall the impact on the tool is not that big. But let me know if you encounter any issues […]