Anthony J. Thibault
3853395298
Bug fixes for switching between head/body and full body avatars
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The head model visibility is now updated in preRender()
Moved the near clip plane in a bit more
Invalidate head bone vector on LOD switching.
Removed _currentSkeletonModel pointer, instead use _prevShouldDrawHead to detect when we should flip the visibility bit.
2015-06-24 16:10:47 -07:00
Anthony J. Thibault
99a03bac21
Render a different model when in first person view.
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Currently this model is identical to the third person model, except
that the head bones have been 'cauterized' by applying a zero scale transform.
This allows us to set the near clip back to a reasonable value.
2015-06-24 16:10:47 -07:00
Brad Davis
f98305dd55
CR comments
2015-05-29 12:45:03 -07:00
Brad Davis
09085f1cd9
Working towards display plugins
2015-05-26 18:42:38 -07:00
Brad Davis
41d587bd2e
Revert "Revert "Fixing HMD asymmetrical projections (esp DK1) and santizing the transform stuff""
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This reverts commit 6e8c067bcb
.
Conflicts:
interface/src/Camera.h
2015-05-12 14:47:44 -07:00
samcake
6e8c067bcb
Revert "Fixing HMD asymmetrical projections (esp DK1) and santizing the transform stuff"
2015-05-12 14:34:43 -07:00
Brad Davis
666caf0d59
Working on fixing DK1 and santizing the transform stuff
2015-05-12 00:44:30 -07:00
Sam Gateau
bba7dcfe5f
Try to fix the transform stack issue in 1st person
2015-05-06 23:32:02 -07:00
Sam Gateau
dc81a3ecc2
Cube texture are working with the GL backend, useing it in SKybox successfullly
2015-05-06 09:53:36 -07:00
Andrew Meadows
49eee89c19
merge upstream/master into andrew/isentropic
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Conflicts:
libraries/networking/src/PacketHeaders.cpp
libraries/networking/src/PacketHeaders.h
2015-03-05 08:22:02 -08:00
Andrew Meadows
26bb677840
remove ViewFrustum::*VoxelScale() function calls
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we do our math in meters now
2015-03-04 17:26:52 -08:00
Andrew Meadows
93c77d557a
EntityTree::findClosestEntity() now takes meters
2015-02-26 14:14:17 -08:00
Sam Gateau
cc3cc4f96f
replacing the glTransform pipeline for model rendering
2015-02-16 09:31:29 -08:00
Stephen Birarda
11f3161029
resolve conflicts on merge with upstream/master
2015-02-04 10:38:05 -08:00
Atlante45
7a03daa76f
Inline setFieldOfView
2015-02-03 18:51:26 -08:00
Atlante45
27459ba861
Settings update
2015-02-03 12:27:30 -08:00
Atlante45
4ef87b9919
Merge branch 'master' of https://github.com/highfidelity/hifi into android
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Conflicts:
interface/src/Application.cpp
interface/src/Application.h
interface/src/DatagramProcessor.cpp
interface/src/Menu.cpp
interface/src/ui/PreferencesDialog.cpp
interface/src/ui/Stats.cpp
libraries/audio-client/src/AudioClient.cpp
libraries/audio-client/src/AudioClient.h
2015-01-28 13:13:32 -08:00
Atlante45
8d37f5ae00
More setting handles
2015-01-20 15:35:22 -08:00
Atlante45
bfceaf2838
Moved FieldOfView related members out of Menu
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Moved them to ViewFrustum
2015-01-17 22:37:02 -08:00
Atlante45
ae3bcc8f06
No more .f
2014-11-19 16:53:39 -08:00
Stephen Birarda
f53455ee55
use a ray from the near clip for action ray
2014-11-04 11:40:47 -08:00
Stojce
01b8fa12e2
Change default field of view from 90 to 45
2014-10-28 22:22:50 +01:00
ZappoMan
bf77adc4bc
add support for LOD occulsion for too small meshes in Model::render()
2014-10-16 00:30:24 -07:00
Atlante45
c5ad856e65
Changed DEFAULT_FAR_CLIP to TREE_SCALE
2014-07-25 10:55:42 -07:00
ZappoMan
39ed7f7b65
renaming of AABox to AACube, introduction of actual AABox
2014-05-23 10:45:04 -07:00
Philip Rosedale
691b1d6069
Added lookAt rendering bubble
2014-05-05 16:19:09 -07:00
Andrew Meadows
06784aa960
move AABox back to octree lib
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Fleshing out ShapeCollider::collideShapeWithAACube()
2014-04-21 14:07:40 -07:00
Andrew Meadows
241df7a767
Move AABox from octree lib to shared lib
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Stubbed out Shape vs Octree collisions
2014-04-21 10:27:20 -07:00
Stephen Birarda
ae4b8348a2
fix header include guards via regex
2014-04-09 12:03:17 -07:00
Stephen Birarda
7ce91b3f96
fix headers who had their comments removed
2014-04-08 17:43:35 -07:00
Stephen Birarda
6a51df9e38
initial regex replacement of headers
2014-04-08 17:30:36 -07:00
Andrzej Kapolka
210af25396
When rendering avatar shadows, check bounds against shadow frustum. Closes
2014-03-24 14:52:02 -07:00
ZappoMan
f3bd8925d9
optimized OctreeElement::furthestDistanceToCamera()
2014-03-19 12:48:11 -07:00
ZappoMan
252bc3b3ee
optimized ViewFrustum::getFurthestPointFromCamera()
2014-03-19 11:51:47 -07:00
Andrew Meadows
aa8c2fc8cb
use radians instead of degrees (almost) everywhere
2014-03-11 17:26:58 -07:00
ZappoMan
1e404404c3
next pass at seeing voxels
2014-02-26 13:35:59 -08:00
Brad Hefta-Gaub
e55e680e66
tweaks to some variable names since windows has a problem with them
2014-01-10 18:28:18 -08:00
ZappoMan
9faef65ccc
first cut at splitting out octree base classes
2013-12-03 17:32:02 -08:00