sam
7a01b856f7
Factorization of the modelTransform out of the cluster matrices
2017-01-11 02:33:56 -08:00
Andrew Meadows
44699fc661
modelToWorld rotation not in cluster matrices
2017-01-10 16:21:13 -08:00
Brad Davis
901c020aae
Optimizations, SIMD and const correctness
2016-12-27 15:39:38 -08:00
Andrew Meadows
0b0c3f0be4
cleanup some if-logic
2016-12-21 10:55:59 -08:00
Brad Hefta-Gaub
c65471e880
Merge branch 'master' of https://github.com/highfidelity/hifi into removeLogSpam
...
Conflicts:
libraries/script-engine/src/FileScriptingInterface.cpp
2016-12-19 22:27:24 -08:00
Brad Hefta-Gaub
dbbed462b4
cleanup naked qDebug() calls
2016-12-19 22:24:25 -08:00
samcake
c435afb728
Introducing a fix for the overlayered model drawn in front
2016-12-19 13:17:56 -08:00
Brad Davis
ee3c8e6efd
Merge pull request #9225 from jherico/chrome_tracing
...
Additional work on tracing
2016-12-16 17:53:55 -08:00
Ryan Huffman
1d9a32c528
Add FIXME comment to texture setting in Model.cpp
2016-12-16 16:32:53 -08:00
Ryan Huffman
18a166bee8
Fix models not settings textures if not loaded
2016-12-16 15:05:17 -08:00
Brad Davis
30a9961362
tracing polish
2016-12-16 14:02:27 -08:00
Andrew Meadows
ee6a9f4506
adding profile stats relating to avatar CPU costs
2016-12-16 13:41:31 -08:00
Ryan Huffman
7bb2755913
Add chrome tracing support
2016-12-16 01:14:01 -08:00
Anthony Thibault
23aa626755
Destroy render scene & engine before Application is destroyed
...
Many render items/payloads contain smart pointers back to the
objects that added them to the scene, including entity and avatar
objects. Currently, those render items are destroyed when the
scene is destroyed very late in the application life-cycle.
There are rare crashes that can occur when these render items are
destroyed. Possibly, due to them referencing objects that have
already been destroyed via raw pointers. In an effort to
eliminate these crashes, we now destroy the scene earlier, within
Application::aboutToQuit() which is connected to the
QCoreApplication::aboutToQuit signal. Also, we guard against null
scene pointer dereferences. Any location that accesses the scene
off the main thread, now checks the validity of the scene pointer.
2016-10-25 15:28:37 -07:00
Brad Hefta-Gaub
7fe16442fa
make calculateTextureInfo thread safe
2016-10-01 15:47:17 -07:00
David Rowe
0cf3f6e953
Fix texture count and size getting stuck on 0
2016-09-13 13:03:06 +12:00
David Rowe
68499f49ad
Fix count of textures
2016-09-10 10:15:13 +12:00
Brad Hefta-Gaub
e1845e2c3f
add support for renderInfo properties to model entities
2016-08-31 15:00:21 -07:00
Andrew Meadows
b95cb566cd
fix collision mesh for non-trivial registration
2016-08-24 22:26:56 -07:00
Andrew Meadows
19cd4648ad
scale collision render mesh correctly
2016-08-24 22:26:56 -07:00
Andrew Meadows
68dd66daec
create collision render geometry only when needed
2016-08-24 22:26:56 -07:00
Andrew Meadows
b0a0293e6e
move compoundResource out of Model class
2016-08-24 22:26:56 -07:00
Andrew Meadows
fe4198530f
don't render raw compound collision geometry
2016-08-24 22:26:56 -07:00
Andrew Meadows
329c5432ed
_showCollisionHull --> _showCollisionGeometry
2016-08-24 22:26:56 -07:00
Andrew Meadows
481d6990a3
trigger collision shape render mesh creation
2016-08-24 22:26:56 -07:00
Andrew Meadows
26f5d3cfaa
fix render geometry for collision shapes
2016-08-24 22:26:56 -07:00
Andrew Meadows
6b0ae654ba
cleanup logic around creating RenderItems
2016-08-24 22:26:56 -07:00
Andrew Meadows
d8fa0d1dd1
segregateMeshGroups() --> createRenderItems()
2016-08-24 22:25:45 -07:00
Andrew Meadows
726928c14c
creae collision Geometry from mesh
2016-08-24 22:25:45 -07:00
Seth Alves
87dbfa7e47
add -Wsuggest-override to compile flags and deal with fallout
2016-08-18 09:51:41 -07:00
SamGondelman
ae9fb3768c
CR notes
2016-08-08 17:45:25 -07:00
SamGondelman
328d3128fa
merge from master
2016-08-08 13:30:39 -07:00
Ryan Huffman
4f9be2ae72
Fix camera position not being set for angular loading
2016-08-08 08:53:06 -07:00
Ryan Huffman
77e993510e
Cleanup implementation of angular loading
2016-08-08 08:53:05 -07:00
Ryan Huffman
c594dcdf9f
Add priority loading for model entities
2016-08-08 08:52:29 -07:00
SamGondelman
dd51e0e38f
merge from master
2016-08-05 17:04:45 -07:00
SamGondelman
771e105fa2
Merge remote-tracking branch 'upstream/master' into loadingFade
2016-08-05 16:52:01 -07:00
Brad Hefta-Gaub
83280aa3f2
implement support for updating the render items of models when they finish their fade
2016-08-05 10:11:07 -07:00
SamGondelman
b6e73e06a2
merge from master
2016-08-04 13:34:38 -07:00
Seth Alves
c743cf379e
use loadCollisionModelURLFinished when collisions model is finished
2016-08-03 11:31:51 -07:00
Seth Alves
ad4fc8c656
merge from upstream, don't hold up enabling of physics if a collision hull fails to load
2016-08-03 10:42:15 -07:00
Stephen Birarda
5d3e125a06
make failed geomtetry request not hold physics
2016-08-02 16:32:41 -07:00
Seth Alves
b953e6f0ff
when an avatar URL fails, switch to the default
2016-08-01 18:12:30 -07:00
SamGondelman
313ba87fce
fade on texture load
2016-08-01 14:47:20 -07:00
Andrew Meadows
d876251f1e
release geometry refs in Model::deleteGeometry()
2016-07-24 19:17:39 -07:00
Andrew Meadows
3e43859139
setCollisionModelURL() more symmetric with setURL()
2016-07-13 15:13:35 -07:00
Andrew Meadows
4bebb682dc
namechange: fetchResource --> getGeometryResource
2016-07-13 15:13:35 -07:00
Andrew Meadows
9f7d2cf263
NetworkGeometry --> GeometryResourceWatcher
...
Model class gets render and collision geometries with watchers
also changed names for readability
2016-07-13 15:00:12 -07:00
Seth Alves
11542aeca2
pick against avatar's capsule and then against the T-pose mesh
2016-07-07 16:36:25 -07:00
Seth Alves
5f9c7b6ea5
trying to take joint information into account when raypicking against models
2016-06-29 17:02:49 -07:00