Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
30 lines
1.0 KiB
Plaintext
30 lines
1.0 KiB
Plaintext
Press the left Ctrl key to enable rotation of the camera around the viewed
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object.
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Press the left Shift key to shift the object within the viewing window.
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Press the left Alt key to enable zooming. Push mouse up to zoom out, down to
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zoom in.
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'1' selects the default non-textured cube.
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'2' selects the point cloud.
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'3' selects an LOD cube. It is red at the nearest LOD, green at the next, and
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blue at the last LOD.
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'4' selects a billboarded cube with a y-axis rotation lock.
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'5' selects a billboarded cube with x & y axis rotation.
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'6' selects a triangle cloud. Triangles have random alpha if alpha is enabled
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'7' selects a dynamically scaling cube
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'a' toggles between the alpha-blending modes
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'c' toggles z-buffer compare on/off
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'd' toggles the dithering mode
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'f' toggles between the filtering modes
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'g' toggles fog on/off
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'p' toggles perspective correction for textures
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'q' toggles the screen quad on/off
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't' toggles textures on and off
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'w' toggles between the wire-frame modes
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'z' toggles z-buffer write on/off
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