Commit graph

2180 commits

Author SHA1 Message Date
samcake
ff132fa712 Gathering the diffusion passes in the SUrfaceGEometryPAss job 2016-07-19 02:11:22 -07:00
samcake
a8dd06ad38 Better groupint of the diffuseion of the curvature for easier fix for mini mirror 2016-07-18 19:24:43 -07:00
samcake
34f2a96888 Adding the check for Obscurrance 2016-07-18 18:11:51 -07:00
samcake
80587ca8a3 using the textureGather lookup 2016-07-18 12:52:21 -07:00
samcake
be4839d46c a better depth filter 2016-07-18 12:26:04 -07:00
samcake
a4ad4659c4 Fixing build warnings 2016-07-18 11:17:06 -07:00
samcake
a44aee84ce Merge branch 'master' of https://github.com/highfidelity/hifi into skin 2016-07-18 10:16:55 -07:00
samcake
86d9ee56d2 Downsampling shader pass 2016-07-18 03:56:11 -07:00
samcake
5a0ce81516 Performing the curvature generation and diffusion at half the resolution 2016-07-18 03:54:05 -07:00
samcake
378f4576fa a bit better making the curvature and diffusion passes 2016-07-17 20:18:06 -07:00
samcake
cfa51ae1f5 REmoving problematic timers for mac 2016-07-17 18:32:43 -07:00
samcake
9332f82d54 Carrefully improving the curvature generation performances 2016-07-17 17:13:07 -07:00
samcake
744474982d Merge branch 'master' of https://github.com/highfidelity/hifi into skin 2016-07-17 13:28:03 -07:00
Brad Davis
03cb6175ab Support triangle and hexagon shapes, add shape support to overlays. 2016-07-15 22:02:17 -07:00
samcake
076b8cd297 Instrumenting the GPU git status 2016-07-15 17:47:54 -07:00
Brad Davis
b31300406a Don't extend glow line length 2016-07-15 16:20:05 -07:00
samcake
22ac95d463 REvisiting the RangeTimer to measure the real gpu duration 2016-07-15 09:12:16 -07:00
samcake
d69be5e4d2 Fixing the default value for the lightingMOdel flag when using debugDeferredLighting 2016-07-14 16:45:56 -07:00
samcake
776bcb6655 FIxing the web entity rendering 2016-07-14 15:49:49 -07:00
Zach Pomerantz
e4dabc6be4 fix task config initialization 2016-07-14 13:16:19 -07:00
samcake
3ab56062d4 Address some warnings and syntax issues 2016-07-14 12:06:02 -07:00
samcake
a42f9a5d0e FIxing the mini mirror perf issue and the gamma correction 2016-07-14 10:53:13 -07:00
samcake
b9a2b2778e Adding the support for the subregion in the blur passes to apply it correctly to mini mirror 2016-07-13 18:53:37 -07:00
samcake
f6671b34fa Fix the transformation problem for rendering the mini mirror (scattering is still screwed though) 2016-07-13 18:26:53 -07:00
samcake
219b41e813 Fix the mini mirror perf issue and improve the debugDeferredLighting script 2016-07-13 17:37:35 -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
Andrew Meadows
f6681d4b3d remove unused cruft 2016-07-13 15:00:12 -07:00
samcake
8acc18ae8b Merge branch 'master' of https://github.com/highfidelity/hifi into skin 2016-07-13 11:42:07 -07:00
samcake
307243da8b cleaning compilation warnings and tuning the FBX material mapping pass 2016-07-13 11:04:53 -07:00
samcake
2c584f7690 Fixing a bad autoRef usage 2016-07-13 10:34:43 -07:00
samcake
9f91dd5bfc Cleaning the gpu-test app to work with the new deferred pipeline 2016-07-13 10:19:42 -07:00
samcake
51594fefa2 more clean up 2016-07-12 18:21:31 -07:00
Brad Hefta-Gaub
819cab4aab Merge pull request #8158 from sethalves/raypick-avatars
Raypick avatars
2016-07-12 15:27:30 -07:00
samcake
cde17ecaab Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00
samcake
504e9f154c Less comments 2016-07-12 09:18:02 -07:00
samcake
e0993c593b BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore 2016-07-11 18:34:18 -07:00
samcake
ba7590712a BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore 2016-07-11 18:33:57 -07:00
samcake
0e99a4ac97 Merge branch 'master' of https://github.com/highfidelity/hifi into skin 2016-07-11 10:49:28 -07:00
Brad Davis
2c72037e81 Fixing warnings 2016-07-09 20:43:31 -07:00
Brad Davis
31948bce2d Support alpha and color gradients in circle overlays 2016-07-09 20:43:30 -07:00
samcake
2fbdb22493 Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
Seth Alves
5c69e55475 Merge branch 'master' of github.com:highfidelity/hifi into raypick-avatars 2016-07-08 17:43:52 -07:00
Brad Davis
ae1dd29a7a Fix depth writing for glow lines 2016-07-08 10:27:53 -07:00
samcake
37f7596183 Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
samcake
fff2a9a5a2 REfactoring the shading functions interface to account for scattering 2016-07-07 21:16:28 -07:00
Brad Davis
c644c87e69 Fix glow line vanishing, improve transparency interaction 2016-07-07 19:01:41 -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
samcake
5827993125 Fixing warnings 2016-07-07 16:30:10 -07:00
samcake
1eb4acf815 Unifying the lighting pass for scaterring and not 2016-07-07 15:41:00 -07:00
Brad Davis
8ca3630cfa Support glow effect in 3D line overlays 2016-07-07 13:36:48 -07:00
samcake
8f2bf2b423 Integrating the scattering to the local lights 2016-07-06 17:13:16 -07:00
samcake
66b65391a4 Cleaning up the lighting equations 2016-07-05 18:21:49 -07:00
Seth Alves
5ab82cd7c8 Merge branch 'master' of github.com:highfidelity/hifi into raypick-avatars 2016-07-02 15:11:59 -07:00
samcake
2a52f1db7f Adding the lighting model class to configure accross the jobs the lighting 2016-07-01 18:36:51 -07:00
samcake
9281b28d43 Merge branch 'master' of https://github.com/highfidelity/hifi into skin 2016-07-01 13:39:12 -07:00
samcake
9a604d0ede Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -07:00
Brad Davis
b7926b8582 Don't render wire geometry with lighting effects 2016-06-30 16:11:05 -07:00
samcake
ab21a5a5d5 FIxing the bad brdf and adding better debug tool and better Pipeline architecture 2016-06-29 18:59:06 -07:00
Seth Alves
5f9c7b6ea5 trying to take joint information into account when raypicking against models 2016-06-29 17:02:49 -07:00
Seth Alves
d53c7ae5d8 experimenting 2016-06-29 12:39:04 -07:00
samcake
7f5e22d0eb Post tuesday review, clean up 2016-06-28 17:20:24 -07:00
samcake
d128af48db Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
samcake
197d49fc03 introducing the depth aware blur 2016-06-27 17:04:37 -07:00
samcake
9bc8441c73 Friday night build, working on getting the LUT generated on the GPU 2016-06-24 17:50:43 -07:00
samcake
a619a142ed Friday night build, working on getting the LUT generated on the GPU 2016-06-24 17:48:40 -07:00
samcake
ec68eba3cb Merge branch 'master' of https://github.com/highfidelity/hifi into skin 2016-06-24 09:37:52 -07:00
samcake
e95a31f760 CLeaning up and debugging the splotch 2016-06-24 09:18:04 -07:00
samcake
884b9211c6 Curvature is looking correct now without artefact, moving on to the lighting 2016-06-23 17:13:48 -07:00
samcake
3ec14fd746 MErging and still trying to understand the curvature isssue 2016-06-22 18:06:55 -07:00
samcake
bd28498833 trying to fix the curvature artefact 2016-06-21 18:25:02 -07:00
samcake
0c882832bf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
Andrew Meadows
5d5dc2837b fix comment 2016-06-20 17:29:20 -07:00
samcake
37a6d29406 Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall 2016-06-17 17:19:49 -07:00
samcake
904efc8076 SPlitting appart the DeferredLIghting Effect 2016-06-17 09:31:32 -07:00
samcake
350f06465d Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
samcake
e31a3b4d08 After trying stop trying to expose a generic [] operator on Varying and Containers 2016-06-15 15:13:51 -07:00
samcake
42eaaf742d Protoype done 2016-06-14 18:29:06 -07:00
samcake
8858f9dc82 IUse the light stage finally for the scattering prototype 2016-06-14 09:54:51 -07:00
samcake
414c43c012 Current state 2016-06-13 19:10:50 -07:00
samcake
f69c72f984 Fixing the VaryingPair problem 2016-06-13 10:44:31 -07:00
samcake
6a5dff06c4 Pushing a shitty state where the pairs of Varyings don;t get copied correctly 2016-06-13 09:46:24 -07:00
samcake
c325cc50dd Adding the depth aware blur 2016-06-11 18:54:22 -07:00
samcake
28886f6ec3 Many improvments 2016-06-10 17:18:12 -07:00
samcake
6831710efb Adding the deawSCattering pass 2016-06-09 19:13:28 -07:00
samcake
75a2864845 Merge branch 'master' of https://github.com/highfidelity/hifi into skin 2016-06-09 14:36:28 -07:00
samcake
0b873365ed save current state 2016-06-09 14:35:44 -07:00
samcake
7bd686167e Adding the generation of the Scattering on GPU 2016-06-09 09:33:03 -07:00
samcake
e69022285e A lot more stuff to try to see the skin scattering 2016-06-08 18:58:50 -07:00
Brad Hefta-Gaub
262e0262fc Merge pull request #7889 from samcake/color
add support for ambient occlusion texture and lightmap texture for fbx exported from Blender
2016-06-08 17:38:45 -07:00
samcake
75a5f6bd89 Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
samcake
8d90570f72 Correcting the Z sign 2016-06-06 09:29:50 -07:00
samcake
0ea1e7c6b5 Adding acleaner way to do all the deferred frame transform manipulation 2016-06-03 19:29:48 -07:00
Andrew Meadows
c73757f740 use many colors for collision hull rendering 2016-06-03 10:47:54 -07:00
samcake
079f6af2cc Fixing the gamma correction for the debug view of occlusion 2016-06-02 16:14:46 -07:00
samcake
2489df8229 Merge branch 'master' of https://github.com/highfidelity/hifi into color 2016-06-02 15:16:41 -07:00
samcake
25eb569433 Merge branch 'master' of https://github.com/highfidelity/hifi into color 2016-06-02 10:38:40 -07:00
samcake
1dca62f752 Introducing a new technique for normal packing and fixing a bug on the normal buffer format 2016-06-01 17:51:53 -07:00
samcake
3fe9b67e45 FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
Andrew Meadows
1132b4666a Merge pull request #7975 from jherico/shared_shapes
Moving shape definition to a shared location
2016-05-27 07:28:11 -07:00
Brad Davis
2c02c963d4 Moving shape definition to a shared location 2016-05-26 12:22:39 -07:00
Brad Hefta-Gaub
06cb625d09 Merge pull request #7959 from hyperlogic/tony/improved-avatar-mixer-precision
Improved Avatar Mixer Rotation Precision
2016-05-25 17:14:12 -07:00
samcake
b76cda3c89 Merge pull request #7945 from Geenz/20901
20901: Add Range Based Light Attenuation
2016-05-25 16:39:01 -07:00
Brad Hefta-Gaub
b8b39b962d Merge pull request #7868 from jherico/entity_shape
Add a generic shape primitive
2016-05-24 08:40:58 -07:00
Anthony J. Thibault
a1c32f8c44 Merge branch 'master' into tony/improved-avatar-mixer-precision 2016-05-23 10:24:52 -07:00
Geenz
bd6f6d2eef Typo.
Not quite sure how this got here.
2016-05-23 09:53:22 -04:00
Brad Davis
2c703e963c More shapes 2016-05-22 19:48:59 -07:00
Geenz
ff3fca3dc3 Remove no longer necessary light vector parameter. 2016-05-22 21:50:48 -04:00
Brad Davis
cd1e910844 Add a generic shape primitive 2016-05-21 23:46:44 -07:00
Seth Alves
40e862cf9e quiet gcc 5 warnings 2016-05-21 16:53:01 -07:00
Geenz
a80f47e550 Merge remote-tracking branch 'highfidelity/master' into 20901 2016-05-20 21:12:42 -04:00
Brad Hefta-Gaub
95f7ea5609 Merge pull request #7922 from samcake/red
improve performance of Light volume pass
2016-05-20 09:33:55 -07:00
Geenz
6ecbdc6b9a Modify evalLightAttenuation to "fade" edges of lights.
This provides a more attractive light falloff around the bounds of a
light - removing harsh edges.

This also adds a new parameter to evalLightAttenuation - the
unnormalized light vector.
2016-05-19 20:03:05 -04:00
samcake
2d7118dacc clening up the code 2016-05-19 10:21:00 -07:00
Zach Pomerantz
e1971f5ed3 Fix shadow bounds checking 2016-05-18 18:58:28 -07:00
samcake
185f069441 Merge branch 'master' of https://github.com/highfidelity/hifi into red 2016-05-18 13:16:14 -07:00
samcake
89f18aee3b Simplifying the deferredbuffer clear and enableing z test for lighting pass 2016-05-18 13:14:42 -07:00
samcake
8ec280535b FIx bad roughness value read from the deferred buffer 2016-05-17 11:13:34 -07:00
samcake
d06c6e2a59 Fix forgotten vertex shader case 2016-05-16 17:54:42 -07:00
Anthony J. Thibault
55b0060df9 Convert JointData from relative frame to absolute. 2016-05-16 17:48:52 -07:00
samcake
a12e56f880 Fix forgotten vertex shader case 2016-05-16 17:43:54 -07:00
samcake
c1fa096e78 adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
Brad Hefta-Gaub
1f800294c6 Merge pull request #7880 from jherico/gpu_smart_buffers
Support partial CPU->GPU buffer transfers
2016-05-14 17:44:26 -07:00
Brad Davis
1e136ed71f Fix procedural rendering on primitives 2016-05-14 10:59:59 -07:00
Brad Davis
9509e32928 PR feedback 2016-05-14 08:28:51 -07:00
Brad Hefta-Gaub
e754b9e19c Merge pull request #7871 from samcake/hdr
Defaulting the color formats used in the rendering pipeline to sRGB
2016-05-13 17:35:48 -07:00
Brad Davis
85272a87ba Merge pull request #7859 from samcake/lemon
Introduce the "Unlit" shading model support and apply it to Web Enitities
2016-05-12 15:09:50 -07:00
samcake
d5a9d39edf Defaulting the color formats used in the rendering pipeline to sRGB 2016-05-11 18:01:19 -07:00
samcake
1ec9ef560e Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
samcake
e40a795a27 Trying to clean up for pr 2016-05-10 19:25:22 -07:00
Anthony J. Thibault
80a349c65b Merge branch 'master' into tony/improved-avatar-debug-draw 2016-05-10 14:50:13 -07:00
samcake
303cade547 Merge branch 'master' of https://github.com/highfidelity/hifi into lemon 2016-05-10 09:56:05 -07:00
samcake
00f2e34aa9 Changing emissive to unlit 2016-05-09 17:18:07 -07:00
samcake
615f4028c4 fixing the web enitites lighting, still need to solve the sRGB for it, starting to introduce the unlit feature to the overlays 2016-05-09 17:17:16 -07:00
Anthony J. Thibault
641e152699 Eye tracking bug fix and debug rendering improvement
* Bug fix for eye tracking in HMD, the "up" orientation of your eyes now match your head.
* DebugDraw: added drawRay method.
* Application: Renamed preRender to postUpdate
* AvatarManager: added postUpdate method that iterates over all avatars.
* MyAvatar: Renamed preRender to preDisplaySide
* MyAvatar: split preRender code into postUpdate and preDisplaySide.
* Removed "Show who is looking at me", "Render focus indicator" and "Render lookat target" debug draw.
* Split "Show Look At Vectors" into "Show My Look At Vectors" and "Show Other Look At Vectors", to make it easier to debug eye tracking.
* "Show Look at Vectors" now draws the right eye red and the left eye blue.
* Removed Avatar and MyAvatar renderBody
* Removed look at rendering from head.
* GLMHelpers: Bugfix for generateBasisVectors when up primary and secondary axis were orthogonal
2016-05-08 16:20:32 -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
Andrew Meadows
71b2d647e8 add locks and explicitly copy ViewFrustums 2016-05-05 18:28:27 -07:00
Andrew Meadows
bcf2cc8074 use references not pointers for ViewFrustums
also unravelling some spaghetti:
(1) split Octree stuff out of ViewFrustum
(2) moved ViewFrustum from octree to shared lib
(3) removed some cruft
2016-05-05 18:28:27 -07:00
Andrew Meadows
60a72c6660 getViewFrustum() provides const pointer 2016-05-05 18:28:27 -07:00
samcake
e306a24a1b INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
samcake
f1b236f3be adding the DeferredBUfferRead.slh 2016-05-04 18:51:35 -07:00
samcake
2d573963bb Introducing the unlit material 2016-05-04 18:50:52 -07:00
Brad Hefta-Gaub
bbf358f81d Merge pull request #7796 from samcake/blue
Improve Translucent shapes global lighting with support for the ambient map reflection
2016-05-03 11:14:06 -07:00
Geenz
85e0620261 Merge branch 'master' of https://github.com/highfidelity/hifi 2016-04-30 15:40:28 -04:00
samcake
257c8c94c3 clean up the lighting function and put the global specular lighting in a separate function 2016-04-29 10:58:55 -07:00
samcake
88f816fab4 Adding reflection of the ambient map for translucent 2016-04-28 18:18:18 -07:00
samcake
4202e60ac3 trying to add the skymap on translucents 2016-04-26 18:20:15 -07:00
Geenz
bf31fc728a And another. 2016-04-26 18:54:02 -04:00
Geenz
ef7098b39a Missed a few. 2016-04-26 17:12:04 -04:00
samcake
5cb346330b Merging with master 2016-04-25 18:48:58 -07:00
Chris Collins
9bd9de5710 Merge pull request #7636 from samcake/red
Stereo drawcall amplification
2016-04-22 15:46:18 -07:00
samcake
43caca901f Merge branch 'master' of https://github.com/highfidelity/hifi into color 2016-04-22 10:57:14 -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
Ryan Huffman
f90e1aaa23 Remove #line from starsGrid.slf
Fails to compile with certain drivers.
2016-04-20 15:04:10 -07:00
Brad Davis
882267e08f Merge pull request #7709 from samcake/blue
Introduce Shader Compilation versions
2016-04-19 11:14:22 -07:00
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
samcake
85fd1dcb5b Merge branch 'master' of https://github.com/highfidelity/hifi into blue 2016-04-18 18:25:16 -07:00
samcake
cadb53b703 Adding shader versioning and defines from GLBackendShader allowing for runtime defines injection to shaders and more 2016-04-18 18:24:27 -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