Commit graph

3676 commits

Author SHA1 Message Date
Andrew Meadows
c7c4324b3c Merge 'master' into 'workload' 2018-05-15 10:22:50 -07:00
Sam Gateau
aa75af5ca4
Merge pull request #12814 from Zvork/shadow
Shadow bug fix : incorrect shadow map far plane when casting shadow on non-'shadow casters'
2018-05-14 13:00:15 -07:00
SamGondelman
c2004debd5 test using highp floats everywhere for android 2018-05-07 11:41:19 -07:00
Clement
da9fb9c751 Fix non self-sufficient headers 2018-05-04 16:26:41 -07:00
Clément Brisset
39e2a78b1a
Merge pull request #13074 from Atlante45/fix/spec-cam-punchlist
Multifrustum queries punchlist
2018-05-04 15:50:44 -07:00
John Conklin II
7699a19267
Merge pull request #12992 from Zvork/procedural
Fixed procedural shaders
2018-05-04 15:35:57 -07:00
Clement
27c471ee97 Move all wire frustums to conical frustums 2018-05-03 18:19:29 -07:00
Stephen Birarda
21396287a4
Merge pull request #12990 from Atlante45/fix/spec-cam-av
Add support for multifrustum avatar queries
2018-05-03 18:18:51 -07:00
Andrew Meadows
99a75c5a87 Merge 'master' into 'workload' 2018-05-02 17:28:36 -07:00
Sam Gateau
361fe75dc3
Merge pull request #13078 from jherico/fix/14638
Make resource swapchains immutable
2018-05-02 17:21:45 -07:00
Anthony J. Thibault
4fa9af5534 Added items to the developer menu for debugging physics
Hooked up Bullet's internal debug draw functionality to our client.
Under the Developer > Physics Menu there are five new items:

  * Show Bullet Collision - will draw all collision shapes in wireframe. WARNING: can be slow on large scenes.
  * Show Bullet Bounding Boxes - will draw axis aligned bounding boxes around all physics shapes.
  * Show Bullet Contact Points - will draw all contact points where two or more objects are colliding.
  * Show Bullet Constraints - will render wire frame axes for each constraint connecting bodies together.
  * Show Bullet Constraint Limits - will render the joint limits for each constraint.
2018-05-02 10:51:00 -07:00
Bradley Austin Davis
80f87f7a62 Make resource swapchains immutable, fix for 14638 2018-05-02 10:32:34 -07:00
Clement
21213e81f4 Multiview support for priority queue 2018-05-01 18:03:21 -07:00
samcake
b3408ae4c0 Merge branch 'master' of https://github.com/highfidelity/hifi into upstream-workload 2018-05-01 11:39:54 -07:00
John Conklin II
37f4a2d3a8
Merge pull request #12986 from hyperlogic/bug-fix/debug-rendering-over-background
Debug Draw rendering now is visible on background skybox
2018-04-27 15:56:44 -07:00
John Conklin II
1f4a9b6bcc
Merge pull request #12950 from SimonWalton-HiFi/batch-compile-shaders2
Batch compile more shaders
2018-04-27 14:55:57 -07:00
samcake
5db3eee4ad Merge branch 'master' of https://github.com/highfidelity/hifi into workload 2018-04-25 15:21:43 -07:00
Olivier Prat
328f1dec9b Extended to other shaders 2018-04-25 18:56:18 +02:00
Olivier Prat
e37b18336a Improved anti-aliasing on text 2018-04-25 12:08:08 +02:00
Olivier Prat
eab7dd6006 Fixed procedural shaders 2018-04-25 10:25:34 +02:00
Anthony J. Thibault
2136134ed0 Debug Draw rendering now is visible on background skybox 2018-04-24 14:28:08 -07:00
samcake
33bbbcef83 Merging with master 2018-04-24 11:49:34 -07:00
samcake
382161659e Merge branch 'master' of https://github.com/highfidelity/hifi into taa-zvork 2018-04-24 11:37:00 -07:00
Sam Gateau
b342b16857 Fixing the crash on mac 2018-04-24 11:25:40 -07:00
Sam Gateau
da154d3e00
Merge pull request #12969 from jherico/fix/web_crash
Attempt to shutdown web surfaces more consistently
2018-04-24 10:15:25 -07:00
Brad Davis
861200db27 Attempt to shutdown web surfaces more consistently 2018-04-23 14:32:38 -07:00
Sam Gateau
d3fccc4104
Merge pull request #12881 from SamGondelman/scaleAssert
Minimum entity dimension (1mm)
2018-04-23 13:40:53 -07:00
samcake
35bbc6e61f Merge branch 'master' of https://github.com/highfidelity/hifi into workload 2018-04-23 10:20:22 -07:00
Sam Gateau
d1e2e9ce71
Merge pull request #12921 from SamGondelman/precisionq
Fix AMD shader compilation
2018-04-23 10:17:35 -07:00
samcake
990ee83f04 Merge branch 'master' of https://github.com/highfidelity/hifi into workload 2018-04-23 10:07:58 -07:00
Sam Gateau
97934fe563 Adjusting the regulators and moving task to use chrono nad interesting tests 2018-04-23 00:07:00 -07:00
SamGondelman
ac7e8623bf quiet shader warnings 2018-04-20 18:25:30 -07:00
Simon Walton
4973605bf7 Restore two makePrograms from previous commit 2018-04-20 17:52:40 -07:00
SamGondelman
d59f368ad6 hide menu, fix shaders 2018-04-20 17:38:38 -07:00
samcake
0f4aa7e27e Merge branch 'master' of https://github.com/highfidelity/hifi into workload 2018-04-20 09:31:36 -07:00
Olivier Prat
46a1ff4dd2 Set jitter to O on RenderableWebEntityItems 2018-04-20 12:02:17 +02:00
Olivier Prat
c6d598cc88 Jitter is now set through a batch command 2018-04-20 10:52:50 +02:00
Olivier Prat
440e2b8452 Merged with master 2018-04-20 08:13:25 +02:00
Simon Walton
999e5beba1 Move linear pass down sample shader to deferred compile 2018-04-19 15:30:16 -07:00
Simon Walton
529d5517e5 Move antialiasing and velocity buffer makeProgram to deferred scheme 2018-04-19 15:30:16 -07:00
John Conklin II
11f509e57a
Merge pull request #12873 from Zvork/haze
Fix for weird color shifting of teleportation target in Rust domain
2018-04-19 14:11:47 -07:00
samcake
a6bd589f4f Merging upstream 2018-04-19 12:20:10 -07:00
Olivier Prat
c8bef8651f Fixed weird specular on hair an teleportation target! Was a stupid mistake... 2018-04-19 10:04:38 +02:00
samcake
52a4224442 Arg get me the feedback working!!!! 2018-04-18 18:16:06 -07:00
Stephen Birarda
c4ad93bafb
Merge pull request #12782 from SimonWalton-HiFi/qregexp
Replace LogHandler repeated regex scheme with assigned ID tracking scheme
2018-04-18 17:28:48 -07:00
Olivier Prat
1c9d1f6c48 Merge branch 'master' of http://github.com/highfidelity/hifi into haze 2018-04-18 09:06:23 +02:00
John Conklin II
86c9b8c61d
Merge pull request #12892 from SimonWalton-HiFi/batch-compile-shaders
Batch compile shaders
2018-04-17 15:47:32 -07:00
SamGondelman
901301485b reorganizing shader defines to fix compilation errors 2018-04-17 15:11:56 -07:00
Olivier Prat
0800c5eeb9 Removed TAA from web shaders. With reduced jittering, jittering on these objects is less noticeable 2018-04-17 16:36:52 +02:00
Olivier Prat
6ec9378739 Used unjittered projection matrix for a sharper and more stable TAA 2018-04-17 15:13:03 +02:00