Commit Graph

272 Commits (2d6aa15526fcb5ced0aab7589e8683bfac0354f8)

Author SHA1 Message Date
Nehon 6b2af9917b Fixes post shadows compilation issue on android 7 years ago
theMinka dd561a0c5b Reworked the TestBlendEquations example (#848) 7 years ago
Nehon 3aeb7350ae Fixes an issue with animation speed being wrongly applied 7 years ago
Nehon 0cc97f5653 Deletes obsolete TestPBREnv test 7 years ago
Nehon 83aef82d92 Adds support for light porbe blending and Oriented box light probes with corrected parallax 7 years ago
Nehon 9df4449f49 Adds animation mask to the animation system 7 years ago
Nehon a463f5515a Negative speed now plays an animation backwards 7 years ago
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. 7 years ago
Nehon 0da2bfe0ba Changed how roughness is stored into prefiltered env map mipmaps for a more consistent method. 7 years ago