Commit graph

22 commits

Author SHA1 Message Date
Seth Alves
43f735dd21 avoid loop where bullet moves an entity and then an entity tells bullet that it has moved. 2016-04-09 22:18:43 -07:00
samcake
355b8ee40d THursday morning the frustum culling seems broken in one particular angle 2016-02-11 10:05:39 -08:00
samcake
6922c9adf0 updating all the entity types when their bound is changing 2016-02-10 16:41:09 -08:00
Atlante45
1d513cfbba Merge branch 'master' of https://github.com/highfidelity/hifi into particle 2015-12-09 15:09:19 -08:00
Atlante45
9adc437553 Make Particle's Payload/PendingChanges *almost* pointer free 2015-11-24 11:51:56 -08:00
Atlante45
e25ea122d8 Start moving update to shader 2015-11-24 11:51:56 -08:00
Atlante45
61511d57bb Rename struct/Add type aliases 2015-11-24 11:51:56 -08:00
Atlante45
cb14fbf4a1 Instance particle draw calls 2015-11-24 11:51:56 -08:00
Atlante45
230a413ec1 First pass at new particle shader 2015-11-24 11:51:56 -08:00
Seth Alves
f013f95e9b merge from upstream 2015-11-21 08:43:00 -08:00
ericrius1
0ed868077d Added additive blending as option for particle effect 2015-11-03 10:02:51 -08:00
Seth Alves
61269c3ce8 fix up entity constructors so that setProperties isn't called during the constructor 2015-10-23 13:52:50 -07:00
Stephen Birarda
5989cad054 add override qualifier to suppress warnings in entities-renderer 2015-10-05 15:55:05 -07:00
Anthony J. Thibault
5cc0b45850 Improved ParticleEffectEntityItem rendering and updates
* 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)
2015-07-26 17:21:17 -07:00
ZappoMan
c6fb22b915 make sure all entities are rendering in pipeline part 1 2015-06-03 17:16:45 -07:00
ZappoMan
2fba5a0928 more work on simple renderable 2015-05-28 12:19:43 -07:00
ZappoMan
806ee88f1f place burden of adding/removing to/from scene on entity 2015-05-28 09:43:36 -07:00
ZappoMan
9988f2d1cd EnitityItem smart pointers 2015-05-22 22:38:02 -07:00
Atlante45
eef87412fd Particles render in Batch 2015-05-19 15:54:19 +02:00
Anthony J. Thibault
ede42285b1 Improvements to particle entity.
* Changed particle geometry to billboarded quads
* Added texture support
* Added ajt-test.js particle test script.
* GeometryCache support for batched quads with texCoords.
* Bug fix for infinite loop if _lifetime was very large.
* Don't reset the simulation on animation loop.
* stop emitting particles on animation stop, but keep simulating until there are no more living particles.
* Removed some trailing whitespace
2015-05-10 17:13:46 -07:00
Jason
7a5669f14e Interview project updates.
Tried to address all of Brad's notes, most of which were related to
matching the coding style for the project.  Also used GeometryCache
instead of making direct calls to OpenGL to do drawing, took a different
approach to seeding rand(), updated the packet version, and fixed a bug
that I noticed in the setting of the dimensions for the particle effect
entity.
2015-03-06 15:52:21 -08:00
Jason
3522357c8c High Fidelity interview project -- Jason Rickwald
For my project, I decided to add a new entity -- a Particle Effect.
This is really rudimentary to start out with, but you could see where
it's headed.
2015-03-04 16:06:06 -08:00