SamGondelman
444534f4ff
model behaves correctly if missing material
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(cherry picked from commit 1e89debc4e
)
2018-03-16 15:51:37 -07:00
NissimHadar
0f2cf8ea85
Re-implemented shadow controls.
2018-03-01 14:24:20 -08:00
SamGondelman
0fca56eef0
Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork"
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This reverts commit 3201d2ba21
, reversing
changes made to c0f20900a0
.
2018-02-27 11:33:05 -08:00
Anthony J. Thibault
f5fcaae283
Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions
2018-02-26 10:55:44 -08:00
Anthony J. Thibault
0404b722e4
Code review feedback
2018-02-26 10:00:32 -08:00
Anthony J. Thibault
0469eafbe4
Switch between dualQuats and matrix skinning based on model entity scale factor.
2018-02-22 18:35:16 -08:00
Anthony J. Thibault
86351f19a9
Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions
2018-02-22 08:44:21 -08:00
Nissim Hadar
b2a06cdb98
Merge branch 'master' of https://github.com/highfidelity/hifi into shadowControlsOffZvork
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# Conflicts:
# libraries/entities/src/EntityItemProperties.cpp
# libraries/entities/src/ShapeEntityItem.h
# libraries/networking/src/udt/PacketHeaders.cpp
# libraries/networking/src/udt/PacketHeaders.h
2018-02-19 13:05:57 -08:00
Nissim Hadar
194c7f4101
WIP - for review.
2018-02-16 09:28:15 -08:00
SamGondelman
b189433855
merge
2018-02-15 15:50:36 -08:00
SamGondelman
2d754edf74
CR
2018-02-15 15:48:41 -08:00
Sam Gondelman
15cdfef16a
Merge branch 'master' into decals
2018-02-14 17:33:01 -08:00
samcake
1d3ae1b187
Work in progress to get the render items beeing tagged correctly for groupCulled
2018-02-13 17:50:01 -08:00
Anthony J. Thibault
d2c199104e
Avatars use Dual Quaternion Skinning and Model Entities do not.
2018-02-13 17:47:49 -08:00
Anthony J. Thibault
7f5f48bca9
Models can now switch between dual quats and matrix palette skinning.
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but not dynamically, because we still only compile one version of the shader.
2018-02-13 11:37:14 -08:00
Anthony J. Thibault
cf5452313a
WIP check in of making the use of dq or mat dynamic per model
2018-02-12 18:44:24 -08:00
SamGondelman
84cd0e1529
wip live material swapping on model entities, model overlays, avatars,
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and albedo swap on shape entities
2018-02-09 12:00:08 -08:00
SamGondelman
4d4294dd6a
Merge remote-tracking branch 'upstream/master' into decals
2018-02-02 16:50:01 -08:00
SamGondelman
d7f4b033e8
wip finish adding material entity
2018-02-02 16:49:33 -08:00
samcake
8dfa3aace3
cleaning en route
2018-01-26 17:34:37 -08:00
Seth Alves
fb974b0b9c
attempt to straighten out use of view-visibility masks
2018-01-18 10:09:23 -08:00
Sam Gateau
7a9740d258
visible-perview
2018-01-18 02:18:46 -08:00
humbletim
b91d536dd0
rename model:: -> graphics::
2018-01-16 12:46:16 -05:00
humbletim
08ccda9cfc
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
Anthony J. Thibault
e86fd4f992
Removed SKIN_COMP define, re-enabled cauterization
2018-01-04 16:15:42 -08:00
Anthony J. Thibault
8bdddf7211
Full Dual Quaternion support
2018-01-04 16:15:38 -08:00
Anthony J. Thibault
18113d824c
Created Model::TransformComponents class
2018-01-04 16:13:44 -08:00
SamGondelman
69c1c65eb8
get rid of _model completely
2017-12-21 14:08:21 -08:00
SamGondelman
2ba3e337db
cleanup
2017-12-20 14:18:01 -08:00
SamGondelman
bd06dc6443
cleaning up modelmeshpartpayload
2017-12-20 11:00:14 -08:00
Sam Gateau
c11f46a8d3
cleaning more code
2017-11-02 23:35:18 -07:00
Sam Gateau
56510abd1e
Trying to set the ClusterBuffer in the render loop instead of the game loop
2017-11-02 03:45:27 -07:00
Olivier Prat
4256a1f2a7
Preparing for merge with stage. DOESN'T COMPILE!
2017-07-07 15:16:20 +02:00
Olivier Prat
69a7ec42fd
Added fade state in render::Item
2017-07-07 09:16:54 +02:00
Olivier Prat
8a12d0c106
Fade effect working again for basic enter domain but with various Fade jobs
2017-06-29 08:54:23 +02:00
Olivier Prat
cba70e6be0
Fade working on voxel objects
2017-06-08 14:57:09 +02:00
Olivier Prat
de143d0ea2
Switched to uniforms for sending fade shader data. Moved more fade functions to FadeEffect class
2017-06-06 17:07:20 +02:00
Olivier Prat
8af2f75996
Added FadeManager to centralize some common fade effect data and functions
2017-06-06 16:11:12 +02:00
Olivier Prat
1433ae4b34
Merged from 21274
2017-06-05 11:12:57 +02:00
Andrew Meadows
f7db877b7f
payload keeps weak pointer to Model
2017-05-22 17:29:15 -07:00
Olivier Prat
111f0762ea
Added debug scripts and fade position is now stable
2017-04-30 14:42:27 +02:00
Olivier Prat
6a39c25dc7
Merged from master because protocol has changed
2017-04-27 10:59:51 +02:00
Olivier Prat
8071c04e98
Added fade effect prototype version
2017-04-27 10:31:06 +02:00
Atlante45
a2f7a88433
Start drawing models before we get the textures
2017-04-26 10:49:23 -07:00
Andrew Meadows
f250c0d298
simpler bindTransform() for ModelMeshPartPayload
2017-03-15 14:41:13 -07:00
samcake
04d5173328
Merge pull request #9530 from AndrewMeadows/computeBoundsOutsideLambda
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compute Model's local bounds outside pending changes queue
2017-01-31 11:40:21 -08:00
samcake
3c56bd2960
Adding support for disabling texturing from the material
2017-01-30 15:03:04 -08:00
Andrew Meadows
489fbc6299
compute Model's local bounds outside render lambda
2017-01-27 09:35:36 -08:00
Andrew Meadows
10cdea9cd8
cleanup model fade logic
2017-01-19 14:17:50 -08:00
Andrew Meadows
1d6f47e3d8
repack to reduce MeshPartPayload footprint 8 bytes
2017-01-19 12:56:08 -08:00
Andrew Meadows
3dd8fd838b
move cauterization out of Model class
2017-01-19 12:56:07 -08:00
Andrew Meadows
fd28457807
fix cauterization hack
2017-01-16 15:13:28 -08:00
Andrew Meadows
5d880487a0
cleanup class method declarations
2017-01-11 06:56:07 -08:00
Andrew Meadows
44699fc661
modelToWorld rotation not in cluster matrices
2017-01-10 16:21:13 -08:00
samcake
c435afb728
Introducing a fix for the overlayered model drawn in front
2016-12-19 13:17:56 -08:00
Brad Hefta-Gaub
7fe16442fa
make calculateTextureInfo thread safe
2016-10-01 15:47:17 -07:00
David Rowe
68499f49ad
Fix count of textures
2016-09-10 10:15:13 +12:00
Brad Hefta-Gaub
e1845e2c3f
add support for renderInfo properties to model entities
2016-08-31 15:00:21 -07:00
Andrew Meadows
fe4198530f
don't render raw compound collision geometry
2016-08-24 22:26:56 -07:00
SamGondelman
ccca6d935f
don't fade after physics kick in
2016-08-12 14:35:22 -07:00
SamGondelman
36d9f92101
performance optimization to minimize calling usecTimestampNow
2016-08-09 13:10:02 -07:00
SamGondelman
ae9fb3768c
CR notes
2016-08-08 17:45:25 -07:00
Brad Hefta-Gaub
83280aa3f2
implement support for updating the render items of models when they finish their fade
2016-08-05 10:11:07 -07:00
SamGondelman
d63a0ef08f
working on making other entities transparent
2016-08-02 18:09:42 -07:00
SamGondelman
0b5c7909b8
a calculated change
2016-08-01 18:45:25 -07:00
SamGondelman
313ba87fce
fade on texture load
2016-08-01 14:47:20 -07:00
SamGondelman
217a102926
working on loading fade
2016-08-01 13:15:55 -07:00
Anthony J. Thibault
24ca5b3d60
Update after merge changes to NetworkGeometry.
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Also cleaned up API for ModelMeshPartPayload::updateTransformForSkinnedMesh() to pass a QVector const ref, instead of a raw pointer and a size.
2016-03-28 20:29:02 -07:00
Anthony J. Thibault
940f3e636d
Merge branch 'master' into tony/animated-culling
2016-03-28 19:58:38 -07:00
Anthony J. Thibault
49a4d104a6
Minimize diff with master
2016-03-26 13:27:05 -07:00
Anthony J. Thibault
bf433487fa
Dynamic bound update for skinned mesh
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* Use all cluster matrices to compute bound for skinned mesh.
This is far less expensive then doing per-vertex work, but it's not free, for avatars especially.
* Remove skinnedMeshBound, compute it instead.
* Compute clusterMatrices in render update, because we need them to update bounds.
2016-03-26 12:22:02 -07:00
Anthony J. Thibault
b4e70d9101
WIP: checkpoint
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* 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
3e9e083df5
Update users of NetworkGeometry
2016-03-24 11:35:41 -07:00
Zach Pomerantz
7a5562abce
Do not cauterize bones in SHADOW_RENDER_MODE
2016-01-18 20:51:28 -08:00
Zach Pomerantz
56aba41299
Rename ShapeRender to DeferredPipelineLib
2016-01-08 14:02:49 -08:00
Zach Pomerantz
1b3e144395
Rename Shape to ShapePipelineLib, Shape.h to ShapePipeline.h
2016-01-07 13:29:35 -08:00
Zach Pomerantz
9bc661adc8
Cleanup for style/dead code
2016-01-06 11:42:58 -08:00
Zach Pomerantz
63444aac72
Back to shapeContext, compiling
2016-01-05 17:20:08 -08:00
Zach Pomerantz
7913ca7f3b
Render using ShapeRender, pickPipeline in renderItems
2016-01-05 17:20:08 -08:00
Zach Pomerantz
59a354ea8c
Change payload interface to return ShapeKey, not MaterialKey
2016-01-05 17:20:08 -08:00
samcake
20f3d6abe1
REmoving comments
2015-12-10 16:52:03 -08:00
samcake
dffb83a488
Potentially working correctly
2015-12-10 16:31:00 -08:00
samcake
5805cc8f2b
Adding the AABox transform features (from Extents) adn introducing a simple MeshPartPayload to render simple geometry
2015-12-10 14:59:04 -08:00
samcake
9eb40bcd65
Trying to redner the collision geometry correctly but still an issue with the bounding box i get
2015-12-09 16:58:14 -08:00
samcake
1adf2cc8ba
Repesenting the collision meshes of a Model correctly
2015-12-08 16:45:12 -08:00
samcake
b24af06589
Fixing the display of the collision hull mesh
2015-12-07 18:26:55 -08:00
Seth Alves
bc99ef778c
change how render engine is told about model position changes
2015-10-20 12:04:29 -07:00
Brad Hefta-Gaub
110adc5c22
fix model LOD behavior
2015-10-19 15:21:25 -07:00
samcake
c92a6d58ab
Dispatch classes in their properly named files to appease the coding standard gods
2015-10-06 09:46:32 -07:00