Zach Pomerantz
e4cba14333
Avoid recreating model items when adding to scene
2016-03-31 10:46:51 -07:00
Zach Pomerantz
3de5f73a1f
Fixup model on tex load
2016-03-31 10:46:51 -07:00
Brad Hefta-Gaub
a7f93aa75c
Merge pull request #7519 from zzmp/fix/avatar-crash
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Fix crash from updating/resetting avatar
2016-03-30 21:31:17 -07:00
Anthony Thibault
26b9469df5
Merge pull request #7516 from hyperlogic/tony/show-collision-geometry-crash-fix
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Model: fix for crash when displaying collision mesh
2016-03-30 16:48:07 -07:00
Seth Alves
d9909fb7da
Merge pull request #7518 from hyperlogic/tony/model-hand-grab-fix
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Model: Fix for equipped models not updating their matrices
2016-03-30 16:10:21 -07:00
samcake
c13e24438c
Merge pull request #7512 from zzmp/fix/light-buf-fmt
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Correctly represent lighting framebuffer
2016-03-30 16:10:10 -07:00
Zach Pomerantz
6e0d6ee45b
Guard updateClusterMatrices from unloaded geo
2016-03-30 16:04:00 -07:00
Zach Pomerantz
00db095306
Guard against reset model geo on scene update
2016-03-30 15:49:45 -07:00
Anthony J. Thibault
f6344c34e7
Model: Fix for equipped models not updating their matrices
2016-03-30 15:19:35 -07:00
Anthony J. Thibault
103257493c
Model: fix for crash when displaying collision mesh.
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This was due to a default constructed PayloadPointer being sent to the scene via resetItem.
The fix is to A) not do that anymore, B) make resetItem more robust and not crash if this happens.
2016-03-30 14:24:28 -07:00
Zach Pomerantz
1234514e8f
Correctly represent light fbo fmt
2016-03-30 11:22:44 -07:00
samcake
0ee1f039e9
Telling like it is...
2016-03-30 11:15:10 -07:00
samcake
11b6952eff
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-30 09:49:17 -07:00
samcake
b492c4b52c
DUmb fix to the flickering issue by overshooting the inside volume of the light and avoid the failing region
2016-03-30 09:32:40 -07:00
Brad Hefta-Gaub
d99dcf5450
Merge pull request #7487 from hyperlogic/tony/animated-culling
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Improved render bounding boxes for animated models
2016-03-30 09:27:43 -07:00
samcake
be27eaff24
Moving the scripts for render that where in utilities/tools/render to utilities/render, adding counters for lights
2016-03-29 17:51:24 -07:00
Zach Pomerantz
29dedd5524
Update model URL on render thread
2016-03-29 10:42:40 -07:00
Anthony J. Thibault
24ca5b3d60
Update after merge changes to NetworkGeometry.
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Also cleaned up API for ModelMeshPartPayload::updateTransformForSkinnedMesh() to pass a QVector const ref, instead of a raw pointer and a size.
2016-03-28 20:29:02 -07:00
Anthony J. Thibault
940f3e636d
Merge branch 'master' into tony/animated-culling
2016-03-28 19:58:38 -07:00
Anthony J. Thibault
115fd607a0
Address performance issues introduced with this PR.
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* Prevent clusterMatrices from being invalidated and re-computed in each updateItem lambda.
We do this by not setting _model->_needsUpdateClusterMatrices = true;
* Prevent redundant work if Model::enqueueLocationChange is called multiple times per frame.
We do this by introducing a preRenderLambdas map in the Application class.
Instead of adding work directly to the scene PendingChanges queue Model::enqueueLocationChange
adds a lambda to the Application preRenderLambdas map. The Application ensures that only one lambda will
be invoked for each model per frame.
2016-03-28 19:47:30 -07:00
Anthony J. Thibault
f5a86666a1
Model: fix for collision mesh rendering
2016-03-28 09:56:15 -07:00
Zach Pomerantz
d6640ac520
Update Model::_hasTransparentTextures
2016-03-27 16:38:45 -07:00
Anthony J. Thibault
49a4d104a6
Minimize diff with master
2016-03-26 13:27:05 -07:00
Anthony J. Thibault
bf433487fa
Dynamic bound update for skinned mesh
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* Use all cluster matrices to compute bound for skinned mesh.
This is far less expensive then doing per-vertex work, but it's not free, for avatars especially.
* Remove skinnedMeshBound, compute it instead.
* Compute clusterMatrices in render update, because we need them to update bounds.
2016-03-26 12:22:02 -07:00
Anthony J. Thibault
b4e70d9101
WIP: checkpoint
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* bug fix in AABox::operator+=
* added AABox::emiggen
* Avatar now has a default bound for it's skinned mesh.
* WIP: AABox tests; NEED MORE
* Model: split collision and model mesh render items.
Because ModelMeshRenderItems need special handling to update bounds for animated joints.
* Model: dynamically update the bound for rigidly bound animated meshes
* Rig: added access to geometryToRigTransform
* RenderableModelEntityItem: try to update bounds for skinned mesh to be the entity dimentions (this doesn't seem to be working)
* Geometry.cpp: removed unused bounds parameter in evalPartBounds
* ModelMeshPartPayload: bounds updating
* non-animated: use existing _localBound
* rigid bound mesh: use _localBound transformed by clusterMatrix joint transform
* fully skinned mesh: use _skinnedMeshBound provided by the application.
2016-03-25 21:29:20 -07:00
Zach Pomerantz
3402635f99
Lock geometry on blender
2016-03-24 18:50:43 -07:00
Zach Pomerantz
3e9e083df5
Update users of NetworkGeometry
2016-03-24 11:35:41 -07:00
samcake
1e46b0803c
fixing repported issues during review
2016-03-23 15:59:57 -07:00
samcake
7d99183474
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-23 15:47:00 -07:00
Brad Hefta-Gaub
9f0084dbb1
make Blender keep a shared pointer to the model it's blending
2016-03-22 16:01:31 -07:00
samcake
67abdab8b2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-22 10:13:50 -07:00
Brad Hefta-Gaub
513138ca98
one more crack at fixing the blender
2016-03-21 18:28:26 -07:00
samcake
695e558851
Trying to clena up the problem?
2016-03-21 16:36:47 -07:00
Chris Collins
6324d0e3be
Merge pull request #7393 from ZappoMan/protectMeshBoxes
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Fix for crash in recalculateMeshBoxes()
2016-03-21 15:46:28 -07:00
Brad Hefta-Gaub
d28db7bec6
fix typo
2016-03-21 14:47:53 -07:00
samcake
ec7165983d
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-21 13:30:28 -07:00
samcake
d189dc4af2
Problem not fixed yet, need to merge with upstream
2016-03-21 13:30:08 -07:00
Brad Hefta-Gaub
2389295217
actually properly remove pending blendshapes
2016-03-21 13:04:37 -07:00
samcake
227ddb12a6
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
Brad Hefta-Gaub
492e71345a
Revert "Revert "Fix ModelBlender crash""
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This reverts commit f274cdcc7f
.
2016-03-21 11:42:25 -07:00
Brad Hefta-Gaub
f274cdcc7f
Revert "Fix ModelBlender crash"
2016-03-21 10:47:31 -07:00
Andrew Meadows
cd802a6549
Merge pull request #7406 from hyperlogic/tony/transparent-texture-fix
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Model: fix for avatars with late loaded transparent textures.
2016-03-21 09:19:33 -07:00
Anthony Thibault
b06f027f2e
Model: fix for avatars with late loaded transparent textures.
2016-03-20 18:20:03 -07:00
samcake
225b330d41
Trying to better load aand detect the case for transparent textures oor opacity mask
2016-03-18 12:47:33 -07:00
Brad Hefta-Gaub
925d5d36ac
clean up the recalculateMeshBoxes() calls in findRayIntersectionAgainstSubMeshes()
2016-03-18 12:20:45 -07:00
Brad Hefta-Gaub
eb8a6527c6
change ModelBlender to use a set<WeakPointers> to safely handle model lifetime
2016-03-17 19:44:42 -07:00
Brad Hefta-Gaub
7483b8546b
remove FaceModel, make Model support shared_from_this() so we can ave shared and weak pointers to it
2016-03-17 17:05:35 -07:00
Andrew Meadows
7acc56bf00
Merge pull request #7359 from zzmp/feat/bg-gpu-timer
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Add a DrawBackgroundDeferred gpu timer
2016-03-16 07:58:53 -07:00
samcake
d58ac269ee
Fixing a bug when albedo map transaprent but not quite loaded yet
2016-03-15 17:01:26 -07:00
samcake
f30e8e9e0c
Merge pull request #7281 from zzmp/fix/png-opacity
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Fix materials to honor png texture opacity
2016-03-15 16:08:36 -07:00