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.
...
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
...
* 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
...
* 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