Merge branch 'master' of github.com:highfidelity/hifi into rework-bandwidth-meter

This commit is contained in:
Seth Alves 2015-02-03 17:33:27 -08:00
commit 450787fde2
3 changed files with 13 additions and 3 deletions

View file

@ -1303,6 +1303,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
QString jointRightHandID;
QString jointLeftToeID;
QString jointRightToeID;
float lightmapOffset = 0.0f;
QVector<QString> humanIKJointNames;
for (int i = 0;; i++) {
@ -2123,6 +2125,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
FBXTexture emissiveTexture;
glm::vec2 emissiveParams(0.f, 1.f);
emissiveParams.x = lightmapOffset;
emissiveParams.y = lightmapLevel;
QString emissiveTextureID = emissiveTextures.value(childID);
QString ambientTextureID = ambientTextures.value(childID);

View file

@ -49,7 +49,7 @@ static const GLenum _elementTypeToGLType[NUM_TYPES]= {
GL_UNSIGNED_BYTE
};
#define CHECK_GL_ERROR() ::gpu::GLBackend::checkGLError()
//#define CHECK_GL_ERROR()
//#define CHECK_GL_ERROR() ::gpu::GLBackend::checkGLError()
#define CHECK_GL_ERROR()
#endif

View file

@ -2120,6 +2120,7 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
NetworkMesh networkMesh;
int totalIndices = 0;
bool checkForTexcoordLightmap = false;
foreach (const FBXMeshPart& part, mesh.parts) {
NetworkMeshPart networkPart;
if (!part.diffuseTexture.filename.isEmpty()) {
@ -2149,6 +2150,7 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
false, part.emissiveTexture.content);
networkPart.emissiveTextureName = part.emissiveTexture.name;
networkPart.emissiveTexture->setLoadPriorities(_loadPriorities);
checkForTexcoordLightmap = true;
}
networkMesh.parts.append(networkPart);
@ -2215,7 +2217,12 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
if (mesh.tangents.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.colors.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB));
if (mesh.texCoords.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
if (mesh.texCoords1.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
if (mesh.texCoords1.size()) {
networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
} else if (checkForTexcoordLightmap && mesh.texCoords.size()) {
// need lightmap texcoord UV but doesn't have uv#1 so just reuse the same channel
networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum - 1, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
}
if (mesh.clusterIndices.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
if (mesh.clusterWeights.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
}