The Orc player model has been loaded and the eye node
has been selected by the user. With a selected node, the ShowTool
draws the node's axis as well as displays its world position
and rotation to the left of the view window. The run
animation sequence has been selected and is shown a quarter
of the way through using the animation position slider. The
nodes and their parental links are shown and animate along with
the object's mesh. The user also has the Detail Levels window
open with the first level of detail selected.
The original Torque Guy has been loaded into a separate layer
and is being rendered with a white wireframe over the texture.
The head object has been selected causing a translucent bounding
box to be drawn. Lights have been disabled forcing the object
to be shown with 100% ambient light. The solid background colour
has been replaced with a user selected image. The drawing of
the nodes and node links has been disabled while the mount0
node has been selected causing its statistics and axis to be
displayed.
The user has chosen a black background and turned off the
grid. Environmental mapping has been enabled with a user selected
bitmap. A weapon (that was loaded into another layer) has been
mounted to the player.dts's hand (mount0, but it could
have been any node).
The Material List window has been opened showing all of the
DTS materials for the current object. The material named player
is 512x512 pixels and has the S Wrap and T Wrap flags turned
on in the DTS file. If the Flush Texture Cache button
were clicked, all bitmaps would be flushed and reloaded (also
accessible by pressing the 't' key).
The current object is being forced to display the fourth mip
map level. All mip map levels may be inspected while the object
is viewed full size. The Sequence List window is open showing
a number of attributes for the loaded animation sequences.
The buggy.dts object's collision mesh is displayed over the
object. The front right shock object has been selected causing
its bounding box to be rendered. The main light has been moved
over and slightly in front of the buggy by holding down the
'l' key and moving the mouse.