Commit graph

1915 commits

Author SHA1 Message Date
samcake
21b0341e50 REmoving extra cruff 2016-04-19 10:51:44 -07:00
samcake
265f6f1275 Updating & Merging with master 2016-04-19 10:05:44 -07:00
Brad Hefta-Gaub
5d550197bd Merge pull request #7697 from samcake/orange
Introduce a simple state sort for drawing opaque items
2016-04-19 08:41:49 -07:00
Brad Hefta-Gaub
c41b320d40 Merge pull request #7706 from zzmp/fix/text3d-font
Fix text3d to allow transparent text
2016-04-19 07:50:36 -07:00
Zach Pomerantz
2d9dcc8595 Fix text3d to allow transparent text 2016-04-18 16:02:45 -07:00
samcake
ca720efce6 Exposing the timing of the jobs by default 2016-04-18 14:53:06 -07:00
samcake
3887dfdf34 Merge branch 'master' of https://github.com/highfidelity/hifi into lemon 2016-04-18 11:52:45 -07:00
samcake
88c58cc276 Adding the simple state sort to draw opaque deferred 2016-04-18 10:51:31 -07:00
samcake
0531f90675 Adding state sorting for free 2016-04-18 00:22:05 -07:00
samcake
298300e42f Merge branch 'master' of https://github.com/highfidelity/hifi into red 2016-04-15 14:16:02 -07:00
Zach Pomerantz
2e4e1dd590 Fix leaking Font 2016-04-14 17:00:23 -07:00
samcake
7653fa2c37 Fixing the resize of framebuffer to avoid reassigning the render buffer every frame 2016-04-13 10:56:29 -07:00
samcake
e9a0365454 Removing an include not needed 2016-04-13 00:16:04 -07:00
samcake
ab9f41f5eb Trying something a bit more radical for timing 2016-04-12 15:29:31 -07:00
samcake
042a419669 Adding counters, not sure they are really useful or that this is the best way to do this... 2016-04-12 02:44:10 -07:00
samcake
816a35099a Adding tcpu timer on some jobs 2016-04-11 18:34:52 -07:00
samcake
90fd9d77a5 Merging with Master 2016-04-11 18:34:14 -07:00
samcake
8964c2427d adding support for the 2 versions of the shaders nad solving the mapping of uniforms that arise with it 2016-04-08 18:47:21 -07:00
samcake
2f8d30e7ce Merge branch 'master' of https://github.com/highfidelity/hifi into red 2016-04-08 09:34:55 -07:00
howard-stearns
5284af6b51 Update text3d shader post pbr. 2016-04-06 12:15:19 -07:00
samcake
d3a87f8db2 need to merge, commiting at a broken state 2016-04-04 18:25:23 -07:00
Anthony Thibault
865a77ae20 Model: fixed two crash issues when changing avatars
* When the GeometryReader has the last ref to the GeometryResource ptr
  It needs to hold on to the reference until invokeMethod is completed.
  Otherwise, invokeMethod will call a method on a deleted object, leading
  to memory corruption or crashes.

* When the Model URL is changed, the clusterMatrices are invalided and the
  RenderItemsSets are cleared.  However, there still might be renderItems in
  the scene pending changes list that might refer to those RenderItems and their
  clusterMatrices.  We need to guard against this access to prevent reading from
  memory that was previously freed.

Both of these issues were uncovered using the [avatar-thrasher](https://gist.github.com/hyperlogic/d82a61d141df43d576428501a82c5ee6) test script.
2016-04-02 21:48:22 -07:00
Anthony J. Thibault
5e81cccc6c Merge branch 'master' into tony/culling-fixes 2016-04-01 09:29:46 -07:00
Anthony J. Thibault
d670853941 AnimDebugDraw: enable bound now that culling works. :) 2016-03-31 16:10:04 -07:00
Anthony J. Thibault
bc967f0ab0 Model: update renderItems when items are added to the scene.
* Renamed enqueueLocationChange to updateRenderItems
* Call updateRenderItems when models are added to the scene.

This will fix entity render bounds being incorrect when they are first added to the scene,
then later being correct after a position update.

* Renamed getMeshPartBound to getRenderableMeshBound.
* Avatar now uses getRenderableMeshBound() to do boundingRadius vs frustum check.
* Model::getRenderableMeshBound now returns a more accurate bound, because it is the same one used for rendering.

This will fix avatar freezing, when they are in the corner of your frustum.
This was due to matrices not being updated because the avatar had to a small bounding sphere.
2016-03-31 14:59:27 -07:00
Anthony J. Thibault
635f58629a MeshPartPayload: remove dead code 2016-03-31 14:58:25 -07:00
samcake
1b54a29491 small improvments adn exploring the jittering bug for reflections 2016-03-31 11:34:27 -07:00
Zach Pomerantz
e4cba14333 Avoid recreating model items when adding to scene 2016-03-31 10:46:51 -07:00
Zach Pomerantz
3de5f73a1f Fixup model on tex load 2016-03-31 10:46:51 -07:00
samcake
a07ae70ea0 Merge branch 'master' of https://github.com/highfidelity/hifi into lemon 2016-03-31 10:04:51 -07:00
samcake
10ddecd536 Debuggingh the reflection jittering 2016-03-31 01:51:26 -07:00
Brad Hefta-Gaub
a7f93aa75c Merge pull request #7519 from zzmp/fix/avatar-crash
Fix crash from updating/resetting avatar
2016-03-30 21:31:17 -07:00
Anthony Thibault
26b9469df5 Merge pull request #7516 from hyperlogic/tony/show-collision-geometry-crash-fix
Model: fix for crash when displaying collision mesh
2016-03-30 16:48:07 -07:00
Seth Alves
d9909fb7da Merge pull request #7518 from hyperlogic/tony/model-hand-grab-fix
Model: Fix for equipped models not updating their matrices
2016-03-30 16:10:21 -07:00
samcake
c13e24438c Merge pull request #7512 from zzmp/fix/light-buf-fmt
Correctly represent lighting framebuffer
2016-03-30 16:10:10 -07:00
samcake
6033ad81db Adding time counter 2016-03-30 16:09:33 -07:00
Zach Pomerantz
6e0d6ee45b Guard updateClusterMatrices from unloaded geo 2016-03-30 16:04:00 -07:00
Zach Pomerantz
00db095306 Guard against reset model geo on scene update 2016-03-30 15:49:45 -07:00
Anthony J. Thibault
f6344c34e7 Model: Fix for equipped models not updating their matrices 2016-03-30 15:19:35 -07:00
Anthony J. Thibault
103257493c Model: fix for crash when displaying collision mesh.
This was due to a default constructed PayloadPointer being sent to the scene via resetItem.

The fix is to A) not do that anymore, B) make resetItem more robust and not crash if this happens.
2016-03-30 14:24:28 -07:00
Zach Pomerantz
1234514e8f Correctly represent light fbo fmt 2016-03-30 11:22:44 -07:00
samcake
0ee1f039e9 Telling like it is... 2016-03-30 11:15:10 -07:00
samcake
11b6952eff Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-03-30 09:49:17 -07:00
samcake
b492c4b52c DUmb fix to the flickering issue by overshooting the inside volume of the light and avoid the failing region 2016-03-30 09:32:40 -07:00
Brad Hefta-Gaub
d99dcf5450 Merge pull request #7487 from hyperlogic/tony/animated-culling
Improved render bounding boxes for animated models
2016-03-30 09:27:43 -07:00
samcake
be27eaff24 Moving the scripts for render that where in utilities/tools/render to utilities/render, adding counters for lights 2016-03-29 17:51:24 -07:00
Zach Pomerantz
29dedd5524 Update model URL on render thread 2016-03-29 10:42:40 -07:00
Anthony J. Thibault
24ca5b3d60 Update after merge changes to NetworkGeometry.
Also cleaned up API for ModelMeshPartPayload::updateTransformForSkinnedMesh() to pass a QVector const ref, instead of a raw pointer and a size.
2016-03-28 20:29:02 -07:00
Anthony J. Thibault
940f3e636d Merge branch 'master' into tony/animated-culling 2016-03-28 19:58:38 -07:00
Anthony J. Thibault
115fd607a0 Address performance issues introduced with this PR.
* Prevent clusterMatrices from being invalidated and re-computed in each updateItem lambda.
  We do this by not setting _model->_needsUpdateClusterMatrices = true;
* Prevent redundant work if Model::enqueueLocationChange is called multiple times per frame.
  We do this by introducing a preRenderLambdas map in the Application class.
  Instead of adding work directly to the scene PendingChanges queue Model::enqueueLocationChange
  adds a lambda to the Application preRenderLambdas map.  The Application ensures that only one lambda will
  be invoked for each model per frame.
2016-03-28 19:47:30 -07:00