Nehon
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6b2af9917b
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Fixes post shadows compilation issue on android
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7 years ago |
theMinka
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dd561a0c5b
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Reworked the TestBlendEquations example (#848)
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7 years ago |
Nehon
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3aeb7350ae
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Fixes an issue with animation speed being wrongly applied
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7 years ago |
Nehon
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0cc97f5653
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Deletes obsolete TestPBREnv test
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7 years ago |
Nehon
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83aef82d92
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Adds support for light porbe blending and Oriented box light probes with corrected parallax
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7 years ago |
Nehon
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9df4449f49
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Adds animation mask to the animation system
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7 years ago |
Nehon
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a463f5515a
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Negative speed now plays an animation backwards
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7 years ago |
Nehon
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daba9b8bc7
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Proper serialisation for morph animation
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7 years ago |
Nehon
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4048f8ba26
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Adds a cpu fallback for morph animation when all morph targets cannot be handled on the gpu
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7 years ago |
Rémy Bouquet
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42215f4890
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Hardware Morph animation implementation and glTF loading
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7 years ago |
Nehon
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072bdbb6be
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Enhanced hardware skinning test
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7 years ago |
Nehon
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2e323eb7cf
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fixes some isues with the gltfLoader when there are several skins
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7 years ago |
Rémy Bouquet
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8634509a95
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Speed support and some clean up
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7 years ago |
Rémy Bouquet
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79549424f3
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Better blending structure
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7 years ago |
Rémy Bouquet
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2fc3bf5cfd
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Added a BlendAction that allows to blend animations
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7 years ago |
Rémy Bouquet
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05e907acca
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Added the base of the blending system. Smooth transition between anims
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7 years ago |
Nehon
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c769611f9f
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Better performance
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7 years ago |
Nehon
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d6b05553b5
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Ogre loader now loads animations and armature with the new system
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7 years ago |
Nehon
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02a1fd544a
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Better armature joint selection
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7 years ago |
Nehon
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a32c34939a
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Display origin of the Armature debugger
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7 years ago |
Nehon
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886f8da2f7
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Further Armature debugger enhancements
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7 years ago |
Nehon
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054d54f4b9
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Added a way to toggle on/off the non deforming bones in the Armature debugger
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7 years ago |
Nehon
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abe094e74a
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Gltf loader now supports the new animation system
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7 years ago |
Nehon
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bbb3cf59b3
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New anim system proper serialization
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7 years ago |
Nehon
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728e28857b
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Adds a MigrationUtil to migrate from old system to new system
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7 years ago |
Nehon
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e5057ad7fa
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Adds support for different joint model transform accumulation strategy
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7 years ago |
Nehon
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ce170b8b53
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better Armature debugger
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7 years ago |
Nehon
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c3cb4ef97f
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Draft of the new animation system
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7 years ago |
Nehon
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4904d0235e
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Adds an ArmatureDebugger
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7 years ago |
Nehon
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3ab8466075
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Cleans up to reduce the size of test data
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7 years ago |
Stephen Gold
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0014ede4d7
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make TerrainTestCollision more user-friendly
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7 years ago |
Paul Speed
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989a4a2420
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Added a bitmap font layout test.
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7 years ago |
Stephen Gold
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15285cc302
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eliminate uses/overrides, deprecate implementations of cloneForSpatial()
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7 years ago |
Stephen Gold
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826908b042
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correct more grammar/spelling errors in comments
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7 years ago |
Stephen Gold
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bc624f1f73
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correct more typographical errors in comments
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7 years ago |
Stephen Gold
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b159c847cc
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comment corrections: mostly spelling and grammar
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7 years ago |
Nehon
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12004217d1
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Ao map now only attenuates indirect lighting in PBR shader
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7 years ago |
Stephen Gold
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edba4b9844
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test override of ColorRGBA mat param with a Vector4f or Quaternion value
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7 years ago |
Stephen Gold
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247d5d9324
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package protect the MovingAverage class instead of deprecating it
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7 years ago |
Stephen Gold
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f27f568556
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remove deprecated shadow renderers from 3 physics tests
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7 years ago |
Stephen Gold
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99f4f20c75
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remove deprecated BasicShadowRenderer from TestFancyCar
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7 years ago |
Stephen Gold
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990791b21c
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remove setFlushQueues(), which is deprecated and has no effect
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7 years ago |
Stephen Gold
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d3f0c2002a
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in examples, replace deprecated methods and classes
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7 years ago |
Stephen Gold
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e536699d9e
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remove 3 examples whose purpose was to test deprecated classes
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7 years ago |
Nehon
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a59b9e6a94
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glTF: Skip tracks that belong to a different skin
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7 years ago |
Nehon
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5dbbaf0f06
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glTF: Fixes additional issues with bones transforms
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7 years ago |
Nehon
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e4b6bf82a2
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Better PBR env map generation
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7 years ago |
Nehon
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c00407da33
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PBR : Removed specularColor contribution from direct lighting specular.
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7 years ago |
Nehon
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e6a55e9d3a
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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.
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7 years ago |
Nehon
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0da2bfe0ba
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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
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7 years ago |