SamGondelman
ae9fb3768c
CR notes
2016-08-08 17:45:25 -07:00
SamGondelman
de900e85c0
remove duplicate include
2016-08-08 14:10:47 -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
d63a0ef08f
working on making other entities transparent
2016-08-02 18:09:42 -07:00
SamGondelman
5de21982be
fix linux build
2016-08-02 11:44:17 -07:00
SamGondelman
ad5dec829c
why did I change that
2016-08-02 10:52:51 -07:00
SamGondelman
3d08502080
space
2016-08-02 10:50:57 -07:00
SamGondelman
74f11eb70b
try a different easing function
2016-08-02 10:50:31 -07:00
SamGondelman
0b5c7909b8
a calculated change
2016-08-01 18:45:25 -07:00
SamGondelman
6154aaddda
try to fix linux build
2016-08-01 16:19:03 -07:00
SamGondelman
ae0b9ea9a3
fade wireframes
2016-08-01 15:26:04 -07:00
SamGondelman
313ba87fce
fade on texture load
2016-08-01 14:47:20 -07:00
SamGondelman
217a102926
working on loading fade
2016-08-01 13:15:55 -07:00
samcake
744474982d
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
2016-07-17 13:28:03 -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
samcake
3ec14fd746
MErging and still trying to understand the curvature isssue
2016-06-22 18:06:55 -07:00
samcake
a8347cac6e
Getting the unlit to work from the pipeline, and found the isLinear for texture bug!
2016-05-06 18:36:55 -07:00
samcake
e306a24a1b
INtroducing the unlit mode for fragments
2016-05-05 17:08:52 -07:00
samcake
88f816fab4
Adding reflection of the ambient map for translucent
2016-04-28 18:18:18 -07:00
samcake
fd3efa37e3
Cleanup the shaders to avoid any uniform in genral, fixed a bug woith the emissive params applied twice for model_lightmap.slf
2016-04-22 10:56:21 -07:00
samcake
5a67411d75
Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing
2016-04-21 18:35:37 -07:00
samcake
0531f90675
Adding state sorting for free
2016-04-18 00:22:05 -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
Anthony J. Thibault
635f58629a
MeshPartPayload: remove dead code
2016-03-31 14:58:25 -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
Anthony J. Thibault
49a4d104a6
Minimize diff with master
2016-03-26 13:27:05 -07:00
Anthony J. Thibault
bf433487fa
Dynamic bound update for skinned mesh
...
* Use all cluster matrices to compute bound for skinned mesh.
This is far less expensive then doing per-vertex work, but it's not free, for avatars especially.
* Remove skinnedMeshBound, compute it instead.
* Compute clusterMatrices in render update, because we need them to update bounds.
2016-03-26 12:22:02 -07:00
Anthony J. Thibault
b4e70d9101
WIP: checkpoint
...
* bug fix in AABox::operator+=
* added AABox::emiggen
* Avatar now has a default bound for it's skinned mesh.
* WIP: AABox tests; NEED MORE
* Model: split collision and model mesh render items.
Because ModelMeshRenderItems need special handling to update bounds for animated joints.
* Model: dynamically update the bound for rigidly bound animated meshes
* Rig: added access to geometryToRigTransform
* RenderableModelEntityItem: try to update bounds for skinned mesh to be the entity dimentions (this doesn't seem to be working)
* Geometry.cpp: removed unused bounds parameter in evalPartBounds
* ModelMeshPartPayload: bounds updating
* non-animated: use existing _localBound
* rigid bound mesh: use _localBound transformed by clusterMatrix joint transform
* fully skinned mesh: use _skinnedMeshBound provided by the application.
2016-03-25 21:29:20 -07:00
Zach Pomerantz
3e9e083df5
Update users of NetworkGeometry
2016-03-24 11:35:41 -07:00
samcake
1e46b0803c
fixing repported issues during review
2016-03-23 15:59:57 -07:00
samcake
227ddb12a6
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
samcake
225b330d41
Trying to better load aand detect the case for transparent textures oor opacity mask
2016-03-18 12:47:33 -07:00
Zach Pomerantz
ee1fb698a4
Add texture transparency to material key
2016-03-11 14:27:35 -08:00
samcake
89920370db
A bunch of typo fixes after review
2016-03-01 10:53:08 -08:00
samcake
3ee6f9d6f2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-02-25 23:48:53 -08:00
Andrew Meadows
f964df6c97
final names for ViewFrustum intersection tests
2016-02-25 18:09:35 -08:00
Andrew Meadows
dfdf375853
use shapeInFrustum() names again
...
but at the same time make the code more redable
also: add some more efficient shape-touches-view methods
and cleanup some whitespace
2016-02-25 18:09:35 -08:00
Andrew Meadows
9c927ea36b
ViewFrustum method renames and whitespace cleanup
...
fooInFrustum() --> computeFooViewLocation()
except pointInFrustum() --> computeFrustumLocation()
2016-02-25 09:11:28 -08:00
samcake
a0d7ce145e
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
samcake
2f5800a4cc
IMproving the shading model and the loading, added the roughness, needt to clean up
2016-02-23 18:31:38 -08:00
samcake
39a7852979
MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
2016-02-19 18:43:07 -08:00
samcake
e103fd364e
USing metallic and not gloss map
2016-02-19 09:24:22 -08:00
samcake
903824809c
trying to have better support for the materials
2016-02-18 18:33:32 -08:00
samcake
b03f639e2c
Renaming and rearranging the material fields to support PBR fbx materials
2016-02-16 17:20:23 -08:00
samcake
0ad7bacf02
Changing diffuse to albedo and breaking everything...
2016-02-15 21:50:10 -08:00
Zach Pomerantz
9e7e6be549
Fix -Wunused-variable for MeshPart ShapeKeys
2016-02-04 10:06:07 -08:00
Zach Pomerantz
65ddb944d2
Add defaults/light/shaders to plumber
2016-02-03 19:18:56 -08:00
Zach Pomerantz
7a5562abce
Do not cauterize bones in SHADOW_RENDER_MODE
2016-01-18 20:51:28 -08:00