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