sam gateau
ec6117e9bb
bringing the blendshape in skin shader only work in master
2018-09-18 17:40:29 -07:00
SamGondelman
1a36693161
I hate blendshapes
2018-09-11 16:58:38 -07:00
SamGondelman
cde2dc2eaa
please work
2018-09-05 17:04:05 -07:00
SamGondelman
028092f803
fix blendshapes one last time
2018-08-31 13:33:45 -07:00
SamGondelman
248c2621a4
fix blendshapes crash
2018-08-29 17:57:54 -07:00
SamGondelman
70f4d0c634
Merge remote-tracking branch 'upstream/master' into perf
2018-08-24 14:04:37 -07:00
SamGondelman
9ab1fc0500
Merge remote-tracking branch 'upstream/master' into perf
2018-08-20 17:04:42 -07:00
SamGondelman
05ff99a1d2
working on blendshapes
2018-08-20 11:40:25 -07:00
sabrina-shanman
79fd3cb181
Rename createVisibleRenderItemSet() to createRenderItemSet() in Model class
2018-06-14 15:49:40 -07:00
sabrina-shanman
440c77905a
Remove functionality for rendering collision meshes directly in the Model class
2018-06-11 11:03:57 -07:00
John Conklin II
277758cd03
Merge pull request #13275 from luiscuenca/fixNoAvatarMaterials
...
Check for null material pointer in CauterizedModel
2018-06-07 09:41:03 -07:00
luiscuenca
60758dec8d
Check for null pointer
2018-05-31 11:32:45 -07:00
samcake
2e9076c71e
Clean up and trying to get ready for merge
2018-05-30 11:14:49 -07:00
Sam Gateau
2f94c43968
Removing the getLayer from the meshPArtPayload and check that it s working
2018-05-28 23:20:04 -07:00
samcake
2fc23d799a
adding the correct flag maybe?
2018-03-15 18:05:58 -07:00
NissimHadar
fda32e4aa4
Merge branch 'master' of github.com:highfidelity/hifi into shadowControlsOffZvork
2018-03-08 12:16:36 -08:00
NissimHadar
0f2cf8ea85
Re-implemented shadow controls.
2018-03-01 14:24:20 -08:00
SamGondelman
cc53b338db
Merge remote-tracking branch 'upstream/master' into scriptableMaterials
2018-02-27 13:30:03 -08:00
SamGondelman
0fca56eef0
Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork"
...
This reverts commit 3201d2ba21
, reversing
changes made to c0f20900a0
.
2018-02-27 11:33:05 -08:00
Anthony J. Thibault
f5fcaae283
Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions
2018-02-26 10:55:44 -08:00
Anthony J. Thibault
0404b722e4
Code review feedback
2018-02-26 10:00:32 -08:00
SamGondelman
b56f755034
material reflection
2018-02-23 17:58:46 -08:00
Nissim Hadar
194c7f4101
WIP - for review.
2018-02-16 09:28:15 -08:00
Anthony J. Thibault
7f5f48bca9
Models can now switch between dual quats and matrix palette skinning.
...
but not dynamically, because we still only compile one version of the shader.
2018-02-13 11:37:14 -08:00
Anthony J. Thibault
cf5452313a
WIP check in of making the use of dq or mat dynamic per model
2018-02-12 18:44:24 -08:00
Seth Alves
861497e907
Merge branch 'master' of github.com:highfidelity/hifi into cauterize-head-av-entities-1
2018-02-02 08:56:18 -08:00
Anthony J. Thibault
a1b67afabf
Fix for rigidly bound mesh not being properly cauterized.
...
For example, sometimes in first person view, you can see the back of your avatar's eyes or the brim of your avatar's hat.
2018-02-01 11:57:50 -08:00
Seth Alves
64a46bf5df
merge from upstream
2018-01-31 10:43:41 -08:00
samcake
8dfa3aace3
cleaning en route
2018-01-26 17:34:37 -08:00
Sam Gateau
51dac04374
Introducing the tag in lieu of the vsisiblity mask
2018-01-26 02:59:43 -08:00
Anthony J. Thibault
21c1e32490
Bug fix for avatar neck cauterization
...
The basic dual-quaternion skinning algorithm does not handle non-rigid transformations like scale well.
Because we only use scaling for head cauterization, we special case this by passing in a cauterization factor,
as well as a cauterization position to the vertex shader. If a vertex is flagged as cauterized, we slam it to equal the cauterization position.
Although, not as smooth as the previous method, it seems to work well enough on the avatar's I've tested.
(cherry picked from commit faf8350369
)
2018-01-25 17:47:39 -08:00
samcake
2f4e61888f
Making it work maybe
2018-01-25 16:57:35 -08:00
Seth Alves
31c007d167
more backwards logic, added withViewVisibilityMask call in ItemKey
2018-01-18 14:15:30 -08:00
Seth Alves
fb974b0b9c
attempt to straighten out use of view-visibility masks
2018-01-18 10:09:23 -08:00
Sam Gateau
7a9740d258
visible-perview
2018-01-18 02:18:46 -08:00
Anthony J. Thibault
b8c88fca3b
Dual Quaternion skinning optimization
...
Reduce expensive conversion from quat -> matrix -> quat, by keeping
the inverseBindPose in a Transform instance instead of a mat4.
2018-01-04 16:17:23 -08:00
Anthony J. Thibault
aacf2d489f
removed comments
2018-01-04 16:17:21 -08:00
Anthony J. Thibault
bcd813ac62
Optimizations and cleanup
2018-01-04 16:15:44 -08:00
Anthony J. Thibault
e86fd4f992
Removed SKIN_COMP define, re-enabled cauterization
2018-01-04 16:15:42 -08:00
Anthony J. Thibault
b69edceb4f
Fixed rotation polarity and weights are now 16 bit.
2018-01-04 16:15:41 -08:00
Anthony J. Thibault
5bb0b06061
WIP: Dual Quaternion compensation for spinning the right way.
2018-01-04 16:15:39 -08:00
Anthony J. Thibault
8bdddf7211
Full Dual Quaternion support
2018-01-04 16:15:38 -08:00
Anthony J. Thibault
18113d824c
Created Model::TransformComponents class
2018-01-04 16:13:44 -08:00
Anthony J. Thibault
515d13a4c1
WIP checkpoint
2018-01-04 16:09:08 -08:00
Anthony J. Thibault
23affb570b
WIP checkpoint, root transforms for shapes and non-animated fbx files are working.
2018-01-04 16:09:06 -08:00
Anthony J. Thibault
565875e823
WIP first attempt at dual quat skinning
2018-01-04 16:09:02 -08:00
SamGondelman
69c1c65eb8
get rid of _model completely
2017-12-21 14:08:21 -08:00
SamGondelman
2ba3e337db
cleanup
2017-12-20 14:18:01 -08:00
SamGondelman
bd06dc6443
cleaning up modelmeshpartpayload
2017-12-20 11:00:14 -08:00
Bradley Austin Davis
e4220aa44e
Fixing warnings in android build
2017-11-28 14:32:30 -08:00