Jeff Clinton
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d92d256cfc
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Merge pull request #14656 from SamGondelman/matFallthrough
Case 20241: Material entity fallthrough
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2019-01-25 14:01:27 -08:00 |
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SamGondelman
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717da1b6fa
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track texture loading
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2019-01-17 15:59:32 -08:00 |
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SamGondelman
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1b5c1d0677
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working on primitiveMode and groupCulled
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2019-01-08 10:02:03 -08:00 |
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SamGondelman
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a9d798070a
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wip
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2019-01-02 18:08:59 -08:00 |
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SamGondelman
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9155853889
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working on material fallthrough
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2018-12-20 16:03:58 -08:00 |
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John Conklin II
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9d404a6cf3
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Merge pull request #14379 from Cristo86/gles_use_tbo_no_ssbo
case 19562: GLES - Use TBO instead of SSBO and make shaders use it when it is not gl45 (master)
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2018-11-12 10:45:52 -08:00 |
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sabrina-shanman
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cbca77b12f
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Rename HFMGeometry to HFMModel and adjust related variables
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2018-11-01 17:17:48 -07:00 |
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sabrina-shanman
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becee7f010
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Re-name FBXGeometry to HFMGeometry and do the same for related classes
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2018-10-30 17:28:42 -07:00 |
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Cristian Luis Duarte
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bc7e49482a
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Add Android for the condition of _meshBlendshapeBuffer usage
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2018-10-30 19:44:39 -03:00 |
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SamGondelman
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7dff015585
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maybe?
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2018-10-25 14:40:58 -07:00 |
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Sam Gondelman
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39c828fad8
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please
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2018-10-10 19:07:49 -07:00 |
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SamGondelman
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327c2f4e3d
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move blendshape buffers to render thread
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2018-10-10 15:32:53 -07:00 |
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Sam
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87efeb1a70
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make sure that we compile, dah
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2018-10-03 16:15:07 -07:00 |
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sam gateau
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702d26d2bd
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Addressing the bug on Mac AMD
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2018-10-03 16:03:09 -07:00 |
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sam gateau
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5d0f2e3035
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And more changes for better syntax and less useless stuff
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2018-10-02 13:09:04 -07:00 |
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sam gateau
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ff24a99032
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Unify the the packing of the blendshape offset for simplicity and settle on the name DrawcallUniform
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2018-10-02 11:18:20 -07:00 |
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sam gateau
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b5a47b2e76
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Finalizing the renaming from Skinned to Deformed
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2018-09-26 14:11:22 -07:00 |
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Sam Gateau
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69734ce21b
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Getting better'
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2018-09-24 22:34:43 -07:00 |
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sam gateau
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7cf7eaa7c8
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Exposing the drawcall user info just a uint16 right now and use it for the skinning and blendshape
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2018-09-24 17:34:42 -07:00 |
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sam gateau
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5d80a89094
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Apply fix to gl41 backend needed for proper Resource BUffer on gl41
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2018-09-20 16:09:08 -07:00 |
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sam gateau
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ec6117e9bb
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bringing the blendshape in skin shader only work in master
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2018-09-18 17:40:29 -07:00 |
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SamGondelman
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9ab1fc0500
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Merge remote-tracking branch 'upstream/master' into perf
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2018-08-20 17:04:42 -07:00 |
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SamGondelman
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05ff99a1d2
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working on blendshapes
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2018-08-20 11:40:25 -07:00 |
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SamGondelman
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de10dfb032
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don't bind materials during shadow pass
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2018-08-07 11:17:18 -07:00 |
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Brad Davis
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ae8f841912
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Shader refactoring for explicit bindings
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2018-08-03 14:58:11 -07:00 |
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samcake
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2e9076c71e
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Clean up and trying to get ready for merge
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2018-05-30 11:14:49 -07:00 |
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Sam Gateau
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2f94c43968
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Removing the getLayer from the meshPArtPayload and check that it s working
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2018-05-28 23:20:04 -07:00 |
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Sam Gateau
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678effdb48
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Cleaning up the Model set ItemKey flags and bringing Item::Layer in the ItemKey
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2018-05-26 23:28:59 -07:00 |
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Brad Davis
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0e7ee95c95
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Merge remote-tracking branch 'upstream/master' into bindless
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2018-03-21 19:16:55 -07:00 |
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SamGondelman
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444534f4ff
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model behaves correctly if missing material
(cherry picked from commit 1e89debc4e )
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2018-03-16 15:51:37 -07:00 |
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Brad Davis
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9056ee0f14
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Merge branch 'gl_common' into bindless
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2018-03-12 11:27:30 -07:00 |
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Brad Davis
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09996e0b65
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Bindless texture work cleanup
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2018-03-08 16:01:18 -08:00 |
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Brad Davis
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ddd60ded03
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Merge remote-tracking branch 'upstream/master' into bindless_master
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2018-03-07 16:04:35 -08:00 |
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NissimHadar
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000b08f7c0
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Merge branch 'master' of github.com:highfidelity/hifi into shadowControlsOffZvork
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2018-03-02 08:07:01 -08:00 |
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NissimHadar
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0f2cf8ea85
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Re-implemented shadow controls.
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2018-03-01 14:24:20 -08:00 |
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Brad Davis
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136ced98c3
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Merge remote-tracking branch 'upstream/master' into android_dev
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2018-02-27 13:44:00 -08:00 |
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SamGondelman
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0fca56eef0
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Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork"
This reverts commit 3201d2ba21 , reversing
changes made to c0f20900a0 .
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2018-02-27 11:33:05 -08:00 |
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Brad Davis
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b9387f2a21
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Merge remote-tracking branch 'upstream/master' into android_dev
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2018-02-26 13:18:14 -08:00 |
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Anthony J. Thibault
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f5fcaae283
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Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions
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2018-02-26 10:55:44 -08:00 |
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Anthony J. Thibault
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0404b722e4
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Code review feedback
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2018-02-26 10:00:32 -08:00 |
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Brad Davis
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0550138609
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Merge remote-tracking branch 'upstream/master' into android_dev
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2018-02-23 12:48:10 -08:00 |
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Anthony J. Thibault
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0469eafbe4
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Switch between dualQuats and matrix skinning based on model entity scale factor.
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2018-02-22 18:35:16 -08:00 |
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Brad Davis
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aeb29db37d
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Merge remote-tracking branch 'upstream/stable' into android_stable
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2018-02-22 17:35:00 -08:00 |
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Anthony J. Thibault
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86351f19a9
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Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions
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2018-02-22 08:44:21 -08:00 |
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Nissim Hadar
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b2a06cdb98
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Merge branch 'master' of https://github.com/highfidelity/hifi into shadowControlsOffZvork
# Conflicts:
# libraries/entities/src/EntityItemProperties.cpp
# libraries/entities/src/ShapeEntityItem.h
# libraries/networking/src/udt/PacketHeaders.cpp
# libraries/networking/src/udt/PacketHeaders.h
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2018-02-19 13:05:57 -08:00 |
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Nissim Hadar
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6a9bbaf0a5
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WIP - clean-up.
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2018-02-19 12:00:30 -08:00 |
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Nissim Hadar
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7ba8a9935a
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No extraneous shadows.
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2018-02-16 19:23:31 -08:00 |
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Nissim Hadar
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4c1f22f84e
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Models and Avatar cast shadows (box doesn't, yet).
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2018-02-16 14:01:33 -08:00 |
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Nissim Hadar
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194c7f4101
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WIP - for review.
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2018-02-16 09:28:15 -08:00 |
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SamGondelman
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b189433855
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merge
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2018-02-15 15:50:36 -08:00 |
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SamGondelman
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2d754edf74
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CR
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2018-02-15 15:48:41 -08:00 |
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Sam Gondelman
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15cdfef16a
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Merge branch 'master' into decals
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2018-02-14 17:33:01 -08:00 |
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samcake
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6357f36a97
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Fixing names
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2018-02-14 10:39:14 -08:00 |
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samcake
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1d3ae1b187
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Work in progress to get the render items beeing tagged correctly for groupCulled
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2018-02-13 17:50:01 -08:00 |
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Anthony J. Thibault
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d2c199104e
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Avatars use Dual Quaternion Skinning and Model Entities do not.
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2018-02-13 17:47:49 -08:00 |
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Anthony J. Thibault
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7f5f48bca9
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Models can now switch between dual quats and matrix palette skinning.
but not dynamically, because we still only compile one version of the shader.
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2018-02-13 11:37:14 -08:00 |
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Anthony J. Thibault
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cf5452313a
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WIP check in of making the use of dq or mat dynamic per model
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2018-02-12 18:44:24 -08:00 |
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SamGondelman
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84cd0e1529
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wip live material swapping on model entities, model overlays, avatars,
and albedo swap on shape entities
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2018-02-09 12:00:08 -08:00 |
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samcake
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4419dfe622
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Addressing review comments
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2018-02-09 10:02:16 -08:00 |
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samcake
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b66da1897d
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improving the forward rendering pass, removing the specular variation and making it defautl
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2018-02-08 17:59:07 -08:00 |
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Bradley Austin Davis
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ab5355dbdd
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First pass at bindless textures
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2018-02-08 11:11:36 -08:00 |
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samcake
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03aeb7adda
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Adding the ubo slot assignment for the resource texture table
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2018-02-08 11:08:23 -08:00 |
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SamGondelman
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4d4294dd6a
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Merge remote-tracking branch 'upstream/master' into decals
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2018-02-02 16:50:01 -08:00 |
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SamGondelman
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d7f4b033e8
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wip finish adding material entity
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2018-02-02 16:49:33 -08:00 |
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samcake
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8dfa3aace3
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cleaning en route
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2018-01-26 17:34:37 -08:00 |
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Sam Gateau
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51dac04374
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Introducing the tag in lieu of the vsisiblity mask
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2018-01-26 02:59:43 -08:00 |
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samcake
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2f4e61888f
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Making it work maybe
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2018-01-25 16:57:35 -08:00 |
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Seth Alves
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31c007d167
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more backwards logic, added withViewVisibilityMask call in ItemKey
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2018-01-18 14:15:30 -08:00 |
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Seth Alves
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7c32d3c536
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flip logic back around
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2018-01-18 13:49:17 -08:00 |
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Seth Alves
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0ad4cdc41b
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works now
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2018-01-18 13:15:47 -08:00 |
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Seth Alves
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fb974b0b9c
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attempt to straighten out use of view-visibility masks
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2018-01-18 10:09:23 -08:00 |
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Seth Alves
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1c819c8422
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formatting
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2018-01-18 09:12:37 -08:00 |
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Sam Gateau
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7a9740d258
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visible-perview
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2018-01-18 02:18:46 -08:00 |
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humbletim
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b91d536dd0
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rename model:: -> graphics::
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2018-01-16 12:46:16 -05:00 |
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Anthony J. Thibault
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7753b8a0b5
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Merge branch 'master' into feature/dual-quat
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2018-01-11 17:31:29 -08:00 |
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Olivier Prat
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db9e5fdae8
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Merged from master but rendering seems broken
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2018-01-09 11:05:34 +01:00 |
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Anthony J. Thibault
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59b843781e
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Merge branch 'master' into feature/dual-quat
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2018-01-08 13:18:42 -08:00 |
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SamGondelman
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97c0b33975
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fix avatar texture loading
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2018-01-08 12:50:05 -08:00 |
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Olivier Prat
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b296b96e5e
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Merged with master
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2018-01-06 10:01:00 +01:00 |
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SamGondelman
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a9d5dda976
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always push default haze to current frame
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2018-01-04 17:54:23 -08:00 |
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Anthony J. Thibault
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fac0982c67
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need to use sizeof(TransformType), not sizeof(mat4)
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2018-01-04 16:37:12 -08:00 |
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Anthony J. Thibault
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bcd813ac62
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Optimizations and cleanup
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2018-01-04 16:15:44 -08:00 |
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Anthony J. Thibault
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e86fd4f992
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Removed SKIN_COMP define, re-enabled cauterization
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2018-01-04 16:15:42 -08:00 |
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Anthony J. Thibault
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8bdddf7211
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Full Dual Quaternion support
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2018-01-04 16:15:38 -08:00 |
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Anthony J. Thibault
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18113d824c
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Created Model::TransformComponents class
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2018-01-04 16:13:44 -08:00 |
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Anthony J. Thibault
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23affb570b
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WIP checkpoint, root transforms for shapes and non-animated fbx files are working.
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2018-01-04 16:09:06 -08:00 |
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Anthony J. Thibault
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565875e823
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WIP first attempt at dual quat skinning
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2018-01-04 16:09:02 -08:00 |
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Sam Gateau
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db4f9909c7
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Merge pull request #12017 from Zvork/glcolor
Removed glColor reset hack in MeshPartPayload
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2017-12-22 14:25:51 -08:00 |
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SamGondelman
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69c1c65eb8
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get rid of _model completely
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2017-12-21 14:08:21 -08:00 |
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SamGondelman
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2ba3e337db
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cleanup
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2017-12-20 14:18:01 -08:00 |
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SamGondelman
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bd06dc6443
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cleaning up modelmeshpartpayload
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2017-12-20 11:00:14 -08:00 |
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Olivier Prat
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bd666406f4
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Removed glColor reset hack in MeshPartPayload and replaced it by a reset of the color attribute to white in the execution of the setInputFormat command of the various GLBackends
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2017-12-19 14:17:17 +01:00 |
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Olivier Prat
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264f41472d
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Added tangents to blendshape for possible break of bump mapping when doing blend shape animations
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2017-12-15 12:06:07 +01:00 |
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Olivier Prat
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f38e473218
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Working packing of normals and tangents in GL_INT_10_10_10_2_REV format. Need to check this with all available 3D data input formats
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2017-12-14 17:57:34 +01:00 |
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samcake
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053052a95d
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removing warnings
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2017-11-03 13:28:20 -07:00 |
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Sam Gateau
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c11f46a8d3
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cleaning more code
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2017-11-02 23:35:18 -07:00 |
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Sam Gateau
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56510abd1e
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Trying to set the ClusterBuffer in the render loop instead of the game loop
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2017-11-02 03:45:27 -07:00 |
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SamGondelman
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477dfdff1e
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wip hud layering and fix crashes
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2017-10-04 11:45:21 -07:00 |
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SamGondelman
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b59ec07171
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move hud rendering to render thread, still need to separate out hud overlays
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2017-09-29 09:49:08 -07:00 |
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Bradley Austin Davis
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e42068f681
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Merge branch 'master' into android_new
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2017-09-26 14:31:29 -07:00 |
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