my most recent builds allow for relative paths to be set, all I did was set the working directory to the directory were the model was loaded from, so just entering .\ will load from the directory the model was loaded from, ..\maps should load from the maps location (...\ should also load from the maps directory IIRC). of course it only seems to load from the root location.
we are considering an undo buffer.
ambient and diffuse should be getting saved, are your texture paths getting saved?
I already plan on having a color selection dialog for rendering colors.
it's posable you were selecting another point you didn't see, the ray picker will select the closest point that is within it's rendered radius (paths use log of there radius, cause some of them are huge).
the observer in that image should be considerd to be looking in the negative Z direction.
let's place the observer inside a fighter in that coordinate space - the observer is the pilot
+X is right
+Y is up
+Z is forward
ok, so the observer is in the cockpit of the fighter, looking towards the front of the ship sitting upright.
in this case the orientation of the ship relative to the observer should be like how I have attached, it's zoomed back so you can see the rest of the ship. as you can see a positive x is on the left, not right. this is because OGL's coordinate system has Z coming out of the screen (toward the viewer), but our model is constructed with positive Z pointing toward the front of the ship (away from the viewer if they are in the ship). because we have set positive z to be forward in model space, positive X must be to the left in model space. but, just look at the picture, it's on the left hand side of the ship.
ok, I want someone else's opinion on this, am I crazy here or it the sphere in the picture not on the left side of the ship when it has a positive x position.
all of this is moot of course, as working with Z pointing backward would be just as inconvenient for me as x pointing to the left, and I've already done a ton of work trying to get the ray picker working in the backwardly system, so I'm not going to advocate me having to re-write all that code just as I get it working. I guess I just want it acknowledged as being the way it is.
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