HifiExperiments
ee705d285e
Merge branch master into protocol_changes
2024-06-18 21:08:21 -07:00
HifiExperiments
f7c17d6035
new procecural particle entity type
2024-03-21 16:43:09 -07:00
HifiExperiments
92ea14a059
proper render bounds for models (need to pass RenderArgs to getBound everywhere)
2021-01-17 22:08:06 -08:00
HifiExperiments
2dd612b926
more improvements
2020-10-20 17:12:23 -07:00
HifiExperiments
c9684b8c6d
Merge remote-tracking branch 'upstream/master' into parenting
2020-07-10 11:43:03 -07:00
HifiExperiments
11ad64c606
properly pause particles when you look away
2020-07-01 14:37:09 -07:00
HifiExperiments
56d359f2ba
Merge remote-tracking branch 'upstream/master' into parenting
2020-06-14 17:30:26 -07:00
Kasen IO
21fd10d154
Revert commit 359248829c
using -m 1 to temporarily fix issue 383.
2020-06-03 16:08:18 -04:00
HifiExperiments
ebc9dae78d
Merge branch 'master' into parenting
2020-05-07 13:35:32 -07:00
HifiExperiments
eb26d9b4e3
working on parenting fixes
2020-04-06 13:41:01 -07:00
Sam Gateau
521ce3936b
I changed names! Renaming the Geometry to NetworkModel, the GeometryResource to ModelResource, i think there is no need for the 2, only one would be enough in my opinion...
2019-10-07 15:19:23 -07:00
HifiExperiments
7b29f0f718
reduce locking necessary for render updates
2019-07-31 11:21:29 -07:00
SamGondelman
3ff0770441
model emitters!
2019-03-20 21:25:14 -07:00
SamGondelman
ea50133146
working on adding particle shape types
2019-03-18 12:05:17 -07:00
SamGondelman
611998f799
add pulse group properties to shapes, particles, text, web, image, and grid
2019-01-16 13:34:10 -08:00
SamGondelman
1c1b68ee66
emitterShouldTrail fix, review comments, rotateWithEntity
2018-07-26 11:41:16 -07:00
SamGondelman
4750611af9
particles don't spin with head roll, add particle spin properties, negative emitSpeed
2018-07-24 23:47:58 -07:00
SamGondelman
7771661948
fix particle spread properties
2018-06-15 17:35:49 -07:00
SamGondelman
9ea65950d5
particles: threadsafe, cleanup, rework initialized logic
2018-06-15 15:45:06 -07:00
Bradley Austin Davis
37b184d982
Fix crashes in entity rendering on OSX
2017-09-07 14:32:50 -07:00
Brad Davis
e817d3ced4
Threaded rendering & entity rendering refactor
2017-08-24 13:34:34 -07:00
Sam Gateau
98cc8c0683
Refining the custom shader pipeline design and registration mechanism
2017-07-12 14:13:58 +02:00
Brad Davis
fece438602
Cleanup and refactoring
2017-06-15 18:58:56 -07:00
Andrew Meadows
31bfc98b87
use const reference for ScenePointer when possible
2017-04-18 11:52:22 -07:00
samcake
6122155880
Renaming the PendingCHanges class to Transaction
2017-04-05 13:10:31 -07:00
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