Brad Davis
3a969eed47
Manually generate image mip levels when loading textures
2016-04-17 10:22:24 -07:00
samcake
fc29397d91
Clening up from review comments
2016-04-15 10:10:04 -07:00
samcake
30d0bfcfd3
FIxing the bump map loading which got broken in the past PR, fixed a double call to the glTexSUbIMage function and fixed a texel.Format
2016-04-15 00:41:37 -07:00
samcake
a9fefcc802
Trying ti debug the bad normal maps
2016-04-14 18:16:14 -07:00
samcake
4374bd26ae
Disabling COmpression
2016-04-08 01:37:27 -07:00
samcake
76dd740578
Cleaning up to test before merge, not solved the stuttering happening when using compressed textures. cleaned up a bit of the TextureMap doanload callbacks
2016-04-07 20:05:05 -07:00
samcake
a6bac7ad92
Experimenting with a hidden gltexture object while beeing transfered
2016-04-06 18:30:18 -07:00
samcake
16174df0f3
POlishing the size evaluation and trying to debug the compression scheme
2016-04-06 16:33:45 -07:00
samcake
f3e6c490a4
merging with master, moving the TexelFOrmat function to a cpp
2016-04-04 12:03:37 -07:00
samcake
be38de3239
Cleaning up the TextureMap loaders and cleaning for pr
2016-04-01 17:16:22 -07:00
Zach Pomerantz
0e9b783ca3
Release skybox texs when not rendering
2016-04-01 14:46:50 -07:00
samcake
1ca87fa069
Refactoring a bit the texture loaders to factorize work
2016-04-01 11:44:57 -07:00
samcake
9d1f91fa19
First pass at using compressed format when uploading textures
2016-03-31 19:27:35 -07:00
Anthony J. Thibault
940f3e636d
Merge branch 'master' into tony/animated-culling
2016-03-28 19:58:38 -07:00
Anthony J. Thibault
e77cf54483
Geometry.cpp: rename method
2016-03-28 13:29:28 -07:00
Anthony J. Thibault
b4e70d9101
WIP: checkpoint
...
* 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
af55547766
Copy material schema buffers as new ref
2016-03-25 11:46:24 -07:00
Zach Pomerantz
fc8b34f8c7
Move tex alpha detection to cv method
2016-03-24 09:48:33 -07:00
samcake
1e46b0803c
fixing repported issues during review
2016-03-23 15:59:57 -07:00
samcake
3274df9923
Fixing the missing field for blender translucent map
2016-03-22 16:18:51 -07:00
samcake
3c075532f8
Good to go for merge
2016-03-22 15:14:01 -07:00
samcake
67abdab8b2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-22 10:13:50 -07:00
samcake
695e558851
Trying to clena up the problem?
2016-03-21 16:36:47 -07:00
Zach Pomerantz
2b92756c65
Default bg to SKY_DOME
2016-03-21 15:11:26 -07:00
samcake
ec7165983d
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-21 13:30:28 -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
samcake
f7847f6561
Trying to fix names
2016-03-18 17:32:00 -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
Zach Pomerantz
a0ba5d3c29
Look at whole tex for alpha mask
2016-03-18 11:00:36 -07:00
Zach Pomerantz
ee1fb698a4
Add texture transparency to material key
2016-03-11 14:27:35 -08:00
Zach Pomerantz
2508b14126
Workaround for scribe not scrubbing #else
2016-03-10 22:53:21 -08:00
Zach Pomerantz
4dad797e20
Only add buffer/tex to skymap if asked for
2016-03-10 22:52:44 -08:00
Zach Pomerantz
4eca43027a
Add texture, color to px skybox
2016-03-10 21:05:36 -08:00
Zach Pomerantz
b627a17ce9
Allow px/color skybox without tex
2016-03-10 12:58:49 -08:00
samcake
89920370db
A bunch of typo fixes after review
2016-03-01 10:53:08 -08:00
samcake
630c61e61d
Reflection is working correctly with the PBR property, ship t
2016-02-29 18:54:43 -08:00
samcake
99ba011996
Post merge with Zach work for environment map
2016-02-26 16:04:50 -08:00
samcake
5401149713
Cleaning the tlist of textures in the NetworkTexture and in FBXMaterial
2016-02-26 12:10:13 -08:00
Zach Pomerantz
712cf911b1
Differentiate global sun and skyStage sun
2016-02-26 11:06:02 -08:00
samcake
d64b9bb6d9
Drafting the support for gloss map
2016-02-26 09:18:40 -08:00
samcake
3ee6f9d6f2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-02-25 23:48:53 -08:00
Brad Hefta-Gaub
82cbf19bca
Merge pull request #7078 from zzmp/fix/light-intensity
...
Reimplement light attenuation for spot and point lights
2016-02-25 16:08:28 -08:00
samcake
96fb9c4466
cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures
2016-02-25 14:13:35 -08:00
Zach Pomerantz
32ce7c6eab
Rename light surfaceRadius->falloffRadius
2016-02-25 10:02:33 -08:00
samcake
a0d7ce145e
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
Zach Pomerantz
95d98e3ed7
Wire up zone ambientURL
2016-02-24 16:07:04 -08:00
samcake
2f5800a4cc
IMproving the shading model and the loading, added the roughness, needt to clean up
2016-02-23 18:31:38 -08:00
samcake
00782b0e76
GOing home, this is in the middle of adding the Roughness texture and potentially cleaning up the different compinations of shaders regarding the material textures
2016-02-22 18:19:36 -08:00
Zach Pomerantz
329202def7
Remove light curve scale/bias from cutoff
...
Light intensity attenuation is still calculated
as a function of distance from the light surface,
but is biased back so that the curve begins at
the light source, not the surface.
Light maximum radius is still user-inputted, but
if the radius is after a MIN_CUTOFF_INTENSITY,
a new cutoff radius will be calculated from the
intensity to avoid extra shader processing.
2016-02-22 13:54:14 -08:00
samcake
39a7852979
MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
2016-02-19 18:43:07 -08:00