Commit graph

82 commits

Author SHA1 Message Date
Nissim Hadar
cdbf067a24 Rename (haze)getParametersBuffer to getHazeParametersBuffer.
Add corrections from Sam
2017-10-02 16:54:02 -07:00
Nissim Hadar
29d5e772d4 Removed "..Is.." from various methods. 2017-10-02 12:42:46 -07:00
Nissim Hadar
f26345a3f0 Working on adding zone to haze. 2017-09-29 15:15:49 -07:00
Nissim Hadar
0acf4b9de9 Working on adding zone to haze. 2017-09-28 23:53:53 -07:00
Nissim Hadar
9d0cf16c20 Fixed Ubuntu warnings. 2017-09-27 19:33:04 -07:00
Nissim Hadar
55fafeacb1 Implemented HazePropertyGroup and added the haze shader. Shader does not work yet! 2017-09-27 17:43:09 -07:00
Nissim Hadar
4d501d6510 Adding HazeStage 2017-09-27 08:01:19 -07:00
Nissim Hadar
543bc5a71b HazeMode calls Haze::setIsHazeActive. 2017-09-24 18:25:20 -07:00
Nissim Hadar
6cbf087708 First version with combo for Haze Mode. 2017-09-24 15:08:22 -07:00
Nissim Hadar
678b4e35b1 Before replacing "Haze Active" checkbox with "Haze Mode" combo. 2017-09-24 14:06:00 -07:00
Nissim Hadar
c2eea7d40b Minor cleanup. 2017-09-22 18:37:21 -07:00
Nissim Hadar
736a6aa311 Haze checkbox in UI doesn't disable the UI. 2017-09-22 18:20:35 -07:00
Brad Davis
f4d8216501 Fix race condition accessing QString sub-properties in zones 2017-09-13 18:06:21 -07:00
Brad Davis
e817d3ced4 Threaded rendering & entity rendering refactor 2017-08-24 13:34:34 -07:00
Sam Gateau
0c3755483b adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
Sam Gateau
904f22985c CLeaning up comments 2017-06-26 16:43:04 +02:00
samcake
20d8c11e28 ALmost there, getting eback everything to work with the light and background stages in the scene, not in deferredLighting Effect anymore 2017-06-22 17:54:16 -07:00
Sam Cake
07e18eb3a8 Keep cleaning up the DeferredLightingEffect , removing stage s from there... 2017-06-22 01:12:32 -07:00
Brad Davis
fece438602 Cleanup and refactoring 2017-06-15 18:58:56 -07:00
Sam Cake
d19956f93c Fixing warnings 2017-05-31 22:02:47 -07:00
samcake
cba913c068 Fixing the case when the bound changes without the rest of the properties 2017-05-25 13:01:54 -07:00
Sam Cake
3eb95d2d19 cleaning the commented code 2017-05-25 01:16:45 -07:00
samcake
575d4abdf7 bad include fixed maybe 2017-05-24 17:25:21 -07:00
samcake
c256893575 some clean up: 2017-05-23 18:00:22 -07:00
samcake
e7b808cbc1 Merging with upstream 2017-05-23 12:12:31 -07:00
Andrew Meadows
f80e7a3743 less obfuscation 2017-05-19 15:58:54 -07:00
Andrew Meadows
bb4d366c40 use SmartPointer for Zone _model 2017-05-19 15:33:23 -07:00
Andrew Meadows
7b879a7964 Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
samcake
2cd2c95940 Adding more debugging tool 2017-05-16 16:12:31 -07:00
samcake
db4387e55d Trying to mess with the defautl texture for skybox 2017-05-15 17:31:29 -07:00
samcake
8626e1f3d1 Keep fixing the cascading behavior to the zone render item 2017-05-15 17:19:46 -07:00
samcake
bc41be7ec1 Introucing the BackgroundStage to manage the background / skybox in one place 2017-05-09 17:10:05 -07:00
samcake
bbb513220b Moving forward 2017-05-08 17:33:24 -07:00
Sam Cake
d3724116d9 Using the items to pick the key light! 2017-05-08 00:20:20 -07:00
samcake
b6c966ef39 Keep iterating on the zones 2017-05-05 18:07:21 -07:00
Sam Cake
db3d634840 Adding the change notifications 2017-05-05 00:11:22 -07:00
samcake
df2c5b8c23 adding the notification for keyLight changes modifying the KeyLIghtPayoad 2017-05-04 18:28:12 -07:00
samcake
64317f5fd0 Adding a light item per zone 2017-05-04 16:47:03 -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
Anthony Thibault
23aa626755 Destroy render scene & engine before Application is destroyed
Many render items/payloads contain smart pointers back to the
objects that added them to the scene, including entity and avatar
objects. Currently, those render items are destroyed when the
scene is destroyed very late in the application life-cycle.

There are rare crashes that can occur when these render items are
destroyed. Possibly, due to them referencing objects that have
already been destroyed via raw pointers. In an effort to
eliminate these crashes, we now destroy the scene earlier, within
Application::aboutToQuit() which is connected to the
QCoreApplication::aboutToQuit signal.  Also, we guard against null
scene pointer dereferences.  Any location that accesses the scene
off the main thread, now checks the validity of the scene pointer.
2016-10-25 15:28:37 -07:00
Andrew Meadows
6b0ae654ba cleanup logic around creating RenderItems 2016-08-24 22:26:56 -07:00
Zach Pomerantz
c20bd6cbbc Update Scene on ZoneEntity update
ZoneEntity is unique in that it is not updated
every frame that it is rendered, but only
when the avatar moves.

This introduces custom code so that the
RenderableZoneEntity initiates an update
in the EntityTreeRenderer on update,
to improve usability of zone editing.
2016-02-25 10:06:19 -08:00
samcake
1c53f9bc87 Fix the cleanup of the render::Item::ID in the EntityITem Rendereable wich were often not invalidated after beeing removed from the scene. THis caused a bug with particule system when beeing added /removed / updated quickly 2016-02-23 10:40:50 -08:00
samcake
6922c9adf0 updating all the entity types when their bound is changing 2016-02-10 16:41:09 -08:00
Atlante45
7e8ea4dc77 Update primitive instance rendering calls 2016-02-01 18:50:01 +01:00
Atlante45
11dc3cd261 Move primitive rendering out of DeferredLightingEffect 2016-01-13 11:47:43 -08:00
Seth Alves
c74f8bca49 location getters also return a success boolean so that callers can know if the value they are receiving is bad due to lack of information about an object's parent 2015-12-14 09:13:36 -08:00
Seth Alves
4646c0c103 unmangle merge 2015-11-21 10:49:31 -08:00
Seth Alves
f013f95e9b merge from upstream 2015-11-21 08:43:00 -08:00