Nehon
|
daba9b8bc7
|
Proper serialisation for morph animation
|
7 years ago |
Nehon
|
4048f8ba26
|
Adds a cpu fallback for morph animation when all morph targets cannot be handled on the gpu
|
7 years ago |
Rémy Bouquet
|
42215f4890
|
Hardware Morph animation implementation and glTF loading
|
7 years ago |
Nehon
|
072bdbb6be
|
Enhanced hardware skinning test
|
7 years ago |
Nehon
|
2e323eb7cf
|
fixes some isues with the gltfLoader when there are several skins
|
7 years ago |
Rémy Bouquet
|
8634509a95
|
Speed support and some clean up
|
7 years ago |
Rémy Bouquet
|
79549424f3
|
Better blending structure
|
7 years ago |
Rémy Bouquet
|
2fc3bf5cfd
|
Added a BlendAction that allows to blend animations
|
7 years ago |
Rémy Bouquet
|
05e907acca
|
Added the base of the blending system. Smooth transition between anims
|
7 years ago |
Nehon
|
c769611f9f
|
Better performance
|
7 years ago |
Nehon
|
d6b05553b5
|
Ogre loader now loads animations and armature with the new system
|
7 years ago |
Nehon
|
02a1fd544a
|
Better armature joint selection
|
7 years ago |
Nehon
|
a32c34939a
|
Display origin of the Armature debugger
|
7 years ago |
Nehon
|
886f8da2f7
|
Further Armature debugger enhancements
|
7 years ago |
Nehon
|
054d54f4b9
|
Added a way to toggle on/off the non deforming bones in the Armature debugger
|
7 years ago |
Nehon
|
abe094e74a
|
Gltf loader now supports the new animation system
|
7 years ago |
Nehon
|
bbb3cf59b3
|
New anim system proper serialization
|
7 years ago |
Nehon
|
728e28857b
|
Adds a MigrationUtil to migrate from old system to new system
|
7 years ago |
Nehon
|
e5057ad7fa
|
Adds support for different joint model transform accumulation strategy
|
7 years ago |
Nehon
|
ce170b8b53
|
better Armature debugger
|
7 years ago |
Nehon
|
c3cb4ef97f
|
Draft of the new animation system
|
7 years ago |
Nehon
|
4904d0235e
|
Adds an ArmatureDebugger
|
7 years ago |
Nehon
|
3ab8466075
|
Cleans up to reduce the size of test data
|
7 years ago |
Stephen Gold
|
0014ede4d7
|
make TerrainTestCollision more user-friendly
|
7 years ago |
Paul Speed
|
989a4a2420
|
Added a bitmap font layout test.
|
7 years ago |
Stephen Gold
|
15285cc302
|
eliminate uses/overrides, deprecate implementations of cloneForSpatial()
|
7 years ago |
Stephen Gold
|
826908b042
|
correct more grammar/spelling errors in comments
|
7 years ago |
Stephen Gold
|
bc624f1f73
|
correct more typographical errors in comments
|
7 years ago |
Stephen Gold
|
b159c847cc
|
comment corrections: mostly spelling and grammar
|
7 years ago |
Nehon
|
12004217d1
|
Ao map now only attenuates indirect lighting in PBR shader
|
7 years ago |
Stephen Gold
|
edba4b9844
|
test override of ColorRGBA mat param with a Vector4f or Quaternion value
|
7 years ago |
Stephen Gold
|
247d5d9324
|
package protect the MovingAverage class instead of deprecating it
|
7 years ago |
Stephen Gold
|
f27f568556
|
remove deprecated shadow renderers from 3 physics tests
|
7 years ago |
Stephen Gold
|
99f4f20c75
|
remove deprecated BasicShadowRenderer from TestFancyCar
|
7 years ago |
Stephen Gold
|
990791b21c
|
remove setFlushQueues(), which is deprecated and has no effect
|
7 years ago |
Stephen Gold
|
d3f0c2002a
|
in examples, replace deprecated methods and classes
|
7 years ago |
Stephen Gold
|
e536699d9e
|
remove 3 examples whose purpose was to test deprecated classes
|
7 years ago |
Nehon
|
a59b9e6a94
|
glTF: Skip tracks that belong to a different skin
|
7 years ago |
Nehon
|
5dbbaf0f06
|
glTF: Fixes additional issues with bones transforms
|
7 years ago |
Nehon
|
e4b6bf82a2
|
Better PBR env map generation
|
7 years ago |
Nehon
|
c00407da33
|
PBR : Removed specularColor contribution from direct lighting specular.
|
7 years ago |
Nehon
|
e6a55e9d3a
|
Dropped the use of the irradiance Map for LightProbes, only the spherical harmonics coeffs are stored and used to recompose indirect diffuse color in the shader.
Also added a tweak to get the specular dominant direction when sampling the prefiltered env maps. It gives better result on low roughness materials.
|
7 years ago |
Nehon
|
0da2bfe0ba
|
Changed how roughness is stored into prefiltered env map mipmaps for a more consistent method.
Bumped the default size of the LightProbe maps to 256
Change he integrateBRDF approximation method
|
7 years ago |
Stephen Gold
|
d1bd48528c
|
test and fix for issue #651 (inverted rotation in Sky.vert)
|
7 years ago |
Nehon
|
63faeeae87
|
Some code cleanup
|
7 years ago |
Nehon
|
ea6c406979
|
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
|
7 years ago |
Nehon
|
3bbfabed5e
|
Gltf: added support for PBR colored material
|
7 years ago |
Nehon
|
7951f5a987
|
Gltf loader can load mesh data and scene structure.
|
7 years ago |
Nehon
|
debd62ee87
|
Display generated source in the ShaderNode test
|
8 years ago |
Stephen Gold
|
8530b60294
|
testcases and fix for issue #357
|
8 years ago |