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* Created custom pipelines and shaders for untextured and textured particle rendering. * Created custom render payload for particles * Moved all particle updates into simulation rather then render. * Uses pendingChanges.updateItem lambda to update the playload with new data for rendering. * ParticleEffectEntityItem now updates its dimensions properly, based on emitter properties. * Bug fix for dt not accumulating properly, during gaps between updates. now we just update all the time. (super cheap tho, if there are no particles animating) |
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animation | ||
audio | ||
audio-client | ||
auto-updater | ||
avatars | ||
embedded-webserver | ||
entities | ||
entities-renderer | ||
environment | ||
fbx | ||
gpu | ||
model | ||
networking | ||
octree | ||
physics | ||
render | ||
render-utils | ||
script-engine | ||
shared | ||
ui |