SamGondelman
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b189433855
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merge
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2018-02-15 15:50:36 -08:00 |
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SamGondelman
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2d754edf74
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CR
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2018-02-15 15:48:41 -08:00 |
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Sam Gondelman
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15cdfef16a
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Merge branch 'master' into decals
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2018-02-14 17:33:01 -08:00 |
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samcake
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6357f36a97
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Fixing names
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2018-02-14 10:39:14 -08:00 |
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samcake
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1d3ae1b187
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Work in progress to get the render items beeing tagged correctly for groupCulled
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2018-02-13 17:50:01 -08:00 |
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Anthony J. Thibault
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d2c199104e
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Avatars use Dual Quaternion Skinning and Model Entities do not.
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2018-02-13 17:47:49 -08:00 |
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Anthony J. Thibault
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7f5f48bca9
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Models can now switch between dual quats and matrix palette skinning.
but not dynamically, because we still only compile one version of the shader.
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2018-02-13 11:37:14 -08:00 |
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Anthony J. Thibault
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cf5452313a
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WIP check in of making the use of dq or mat dynamic per model
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2018-02-12 18:44:24 -08:00 |
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SamGondelman
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84cd0e1529
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wip live material swapping on model entities, model overlays, avatars,
and albedo swap on shape entities
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2018-02-09 12:00:08 -08:00 |
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samcake
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4419dfe622
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Addressing review comments
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2018-02-09 10:02:16 -08:00 |
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samcake
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b66da1897d
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improving the forward rendering pass, removing the specular variation and making it defautl
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2018-02-08 17:59:07 -08:00 |
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Bradley Austin Davis
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ab5355dbdd
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First pass at bindless textures
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2018-02-08 11:11:36 -08:00 |
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samcake
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03aeb7adda
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Adding the ubo slot assignment for the resource texture table
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2018-02-08 11:08:23 -08:00 |
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SamGondelman
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4d4294dd6a
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Merge remote-tracking branch 'upstream/master' into decals
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2018-02-02 16:50:01 -08:00 |
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SamGondelman
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d7f4b033e8
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wip finish adding material entity
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2018-02-02 16:49:33 -08:00 |
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samcake
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8dfa3aace3
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cleaning en route
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2018-01-26 17:34:37 -08:00 |
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Sam Gateau
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51dac04374
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Introducing the tag in lieu of the vsisiblity mask
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2018-01-26 02:59:43 -08:00 |
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samcake
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2f4e61888f
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Making it work maybe
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2018-01-25 16:57:35 -08:00 |
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Seth Alves
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31c007d167
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more backwards logic, added withViewVisibilityMask call in ItemKey
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2018-01-18 14:15:30 -08:00 |
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Seth Alves
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7c32d3c536
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flip logic back around
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2018-01-18 13:49:17 -08:00 |
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Seth Alves
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0ad4cdc41b
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works now
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2018-01-18 13:15:47 -08:00 |
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Seth Alves
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fb974b0b9c
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attempt to straighten out use of view-visibility masks
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2018-01-18 10:09:23 -08:00 |
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Seth Alves
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1c819c8422
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formatting
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2018-01-18 09:12:37 -08:00 |
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Sam Gateau
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7a9740d258
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visible-perview
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2018-01-18 02:18:46 -08:00 |
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humbletim
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b91d536dd0
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rename model:: -> graphics::
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2018-01-16 12:46:16 -05:00 |
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Anthony J. Thibault
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7753b8a0b5
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Merge branch 'master' into feature/dual-quat
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2018-01-11 17:31:29 -08:00 |
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Olivier Prat
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db9e5fdae8
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Merged from master but rendering seems broken
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2018-01-09 11:05:34 +01:00 |
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Anthony J. Thibault
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59b843781e
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Merge branch 'master' into feature/dual-quat
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2018-01-08 13:18:42 -08:00 |
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SamGondelman
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97c0b33975
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fix avatar texture loading
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2018-01-08 12:50:05 -08:00 |
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Olivier Prat
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b296b96e5e
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Merged with master
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2018-01-06 10:01:00 +01:00 |
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SamGondelman
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a9d5dda976
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always push default haze to current frame
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2018-01-04 17:54:23 -08:00 |
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Anthony J. Thibault
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fac0982c67
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need to use sizeof(TransformType), not sizeof(mat4)
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2018-01-04 16:37:12 -08:00 |
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Anthony J. Thibault
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bcd813ac62
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Optimizations and cleanup
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2018-01-04 16:15:44 -08:00 |
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Anthony J. Thibault
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e86fd4f992
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Removed SKIN_COMP define, re-enabled cauterization
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2018-01-04 16:15:42 -08:00 |
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Anthony J. Thibault
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8bdddf7211
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Full Dual Quaternion support
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2018-01-04 16:15:38 -08:00 |
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Anthony J. Thibault
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18113d824c
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Created Model::TransformComponents class
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2018-01-04 16:13:44 -08:00 |
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Anthony J. Thibault
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23affb570b
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WIP checkpoint, root transforms for shapes and non-animated fbx files are working.
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2018-01-04 16:09:06 -08:00 |
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Anthony J. Thibault
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565875e823
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WIP first attempt at dual quat skinning
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2018-01-04 16:09:02 -08:00 |
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Sam Gateau
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db4f9909c7
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Merge pull request #12017 from Zvork/glcolor
Removed glColor reset hack in MeshPartPayload
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2017-12-22 14:25:51 -08:00 |
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SamGondelman
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69c1c65eb8
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get rid of _model completely
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2017-12-21 14:08:21 -08:00 |
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SamGondelman
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2ba3e337db
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cleanup
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2017-12-20 14:18:01 -08:00 |
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SamGondelman
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bd06dc6443
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cleaning up modelmeshpartpayload
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2017-12-20 11:00:14 -08:00 |
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Olivier Prat
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bd666406f4
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Removed glColor reset hack in MeshPartPayload and replaced it by a reset of the color attribute to white in the execution of the setInputFormat command of the various GLBackends
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2017-12-19 14:17:17 +01:00 |
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Olivier Prat
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264f41472d
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Added tangents to blendshape for possible break of bump mapping when doing blend shape animations
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2017-12-15 12:06:07 +01:00 |
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Olivier Prat
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f38e473218
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Working packing of normals and tangents in GL_INT_10_10_10_2_REV format. Need to check this with all available 3D data input formats
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2017-12-14 17:57:34 +01:00 |
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samcake
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053052a95d
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removing warnings
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2017-11-03 13:28:20 -07:00 |
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Sam Gateau
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c11f46a8d3
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cleaning more code
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2017-11-02 23:35:18 -07:00 |
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Sam Gateau
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56510abd1e
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Trying to set the ClusterBuffer in the render loop instead of the game loop
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2017-11-02 03:45:27 -07:00 |
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SamGondelman
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477dfdff1e
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wip hud layering and fix crashes
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2017-10-04 11:45:21 -07:00 |
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SamGondelman
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b59ec07171
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move hud rendering to render thread, still need to separate out hud overlays
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2017-09-29 09:49:08 -07:00 |
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Bradley Austin Davis
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e42068f681
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Merge branch 'master' into android_new
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2017-09-26 14:31:29 -07:00 |
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SamGondelman
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86198606e0
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add _modelJustLoaded and updateTransforForSkinnedMesh on creation
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2017-09-22 17:12:44 -07:00 |
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SamGondelman
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9f12d3a365
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fix missing models
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2017-09-21 17:57:25 -07:00 |
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Bradley Austin Davis
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b93e91b9f3
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
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Olivier Prat
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3316be4dea
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Working fade parameters through instanced draw calls
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2017-07-18 17:01:17 +02:00 |
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Olivier Prat
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2f9885870b
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First merge with Sam's fader branch with custom pipeline support in shape plumber
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2017-07-12 17:29:21 +02:00 |
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Olivier Prat
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aba8be595e
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Separated fade categories from transition event types
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2017-07-11 11:37:24 +02:00 |
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Sam Gateau
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4edea433ce
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Rename the _pipeline into _shapePipeline in the render::Args
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2017-07-10 12:16:53 +02:00 |
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Olivier Prat
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4256a1f2a7
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Preparing for merge with stage. DOESN'T COMPILE!
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2017-07-07 15:16:20 +02:00 |
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Olivier Prat
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69a7ec42fd
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Added fade state in render::Item
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2017-07-07 09:16:54 +02:00 |
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Olivier Prat
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8a12d0c106
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Fade effect working again for basic enter domain but with various Fade jobs
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2017-06-29 08:54:23 +02:00 |
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Olivier Prat
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1bb0d51849
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Merged with master
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2017-06-26 11:55:46 +02:00 |
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Olivier Prat
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2e3ffe7721
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Disabled check on enabled physics when deciding is fade is adequate
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2017-06-19 18:19:36 +02:00 |
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Brad Davis
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fece438602
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Cleanup and refactoring
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2017-06-15 18:58:56 -07:00 |
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Olivier Prat
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5eeff5aa28
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Fixed unwanted red tint due to unreset color attrib in ModelMeshPartPayload
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2017-06-14 10:23:12 +02:00 |
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Olivier Prat
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cba70e6be0
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Fade working on voxel objects
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2017-06-08 14:57:09 +02:00 |
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Olivier Prat
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de143d0ea2
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Switched to uniforms for sending fade shader data. Moved more fade functions to FadeEffect class
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2017-06-06 17:07:20 +02:00 |
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Olivier Prat
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a9ab9d2476
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Renamed FadeManager to FadeEffect
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2017-06-06 16:27:56 +02:00 |
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Olivier Prat
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8af2f75996
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Added FadeManager to centralize some common fade effect data and functions
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2017-06-06 16:11:12 +02:00 |
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Olivier Prat
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e7eca7728f
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Debug fade management moved out of the inner render loop
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2017-06-06 14:57:52 +02:00 |
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Olivier Prat
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08fcd6c357
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Added new shaders
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2017-06-05 16:32:36 +02:00 |
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Olivier Prat
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1433ae4b34
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Merged from 21274
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2017-06-05 11:12:57 +02:00 |
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Andrew Meadows
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f7db877b7f
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payload keeps weak pointer to Model
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2017-05-22 17:29:15 -07:00 |
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Olivier Prat
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111f0762ea
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Added debug scripts and fade position is now stable
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2017-04-30 14:42:27 +02:00 |
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Olivier Prat
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6a39c25dc7
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Merged from master because protocol has changed
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2017-04-27 10:59:51 +02:00 |
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Olivier Prat
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8071c04e98
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Added fade effect prototype version
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2017-04-27 10:31:06 +02:00 |
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Atlante45
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70ece9f0fd
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Load skybox first and sounds later
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2017-04-26 14:57:23 -07:00 |
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Atlante45
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a2f7a88433
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Start drawing models before we get the textures
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2017-04-26 10:49:23 -07:00 |
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Atlante45
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6fb074715e
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Fix alpha rendering bug
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2017-04-26 10:48:57 -07:00 |
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Ryan Huffman
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8d03d50d35
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Cleanup progressive ktx debugging
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2017-04-26 10:48:57 -07:00 |
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Ryan Huffman
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472c888529
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Fix handling of failed ktx downloads
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2017-04-26 10:48:24 -07:00 |
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samcake
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9bc7e41642
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Remove extra calls for binding default textures, not needed
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2017-03-29 10:57:08 -07:00 |
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Andrew Meadows
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cf848d73e4
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don't updateClusterMatrices() in render()
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2017-03-15 16:03:36 -07:00 |
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Andrew Meadows
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f250c0d298
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simpler bindTransform() for ModelMeshPartPayload
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2017-03-15 14:41:13 -07:00 |
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samcake
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c7b164d8f2
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Adding differenciation for the Material shapeKey bit
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2017-02-22 18:21:18 -08:00 |
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samcake
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c88d070868
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Merge branch 'master' of https://github.com/highfidelity/hifi into blue
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2017-01-31 11:49:25 -08:00 |
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samcake
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04d5173328
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Merge pull request #9530 from AndrewMeadows/computeBoundsOutsideLambda
compute Model's local bounds outside pending changes queue
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2017-01-31 11:40:21 -08:00 |
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samcake
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0b139c906c
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Assigniing default textures that make sense
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2017-01-31 10:56:30 -08:00 |
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samcake
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249ec80d74
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Writting a better version of the no texture case
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2017-01-30 15:48:48 -08:00 |
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samcake
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3c56bd2960
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Adding support for disabling texturing from the material
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2017-01-30 15:03:04 -08:00 |
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Andrew Meadows
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489fbc6299
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compute Model's local bounds outside render lambda
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2017-01-27 09:35:36 -08:00 |
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Andrew Meadows
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10cdea9cd8
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cleanup model fade logic
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2017-01-19 14:17:50 -08:00 |
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Andrew Meadows
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b7c1bfaf58
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another attempt to fix model transform
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2017-01-19 14:01:40 -08:00 |
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Andrew Meadows
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d3af420516
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fix broken model transforms
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2017-01-19 13:07:50 -08:00 |
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Andrew Meadows
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bfbef91f53
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re-enable cauterization of meshes for MyAvatar
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2017-01-19 12:56:07 -08:00 |
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Andrew Meadows
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3dd8fd838b
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move cauterization out of Model class
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2017-01-19 12:56:07 -08:00 |
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Andrew Meadows
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fd28457807
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fix cauterization hack
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2017-01-16 15:13:28 -08:00 |
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Andrew Meadows
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c060fd6a68
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restore updateClusterMatrices() in render()
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2017-01-11 17:33:30 -08:00 |
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Andrew Meadows
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e88f02d7b6
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remove cruft
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2017-01-11 06:55:13 -08:00 |
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sam
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7a01b856f7
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Factorization of the modelTransform out of the cluster matrices
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2017-01-11 02:33:56 -08:00 |
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