Code

History

Commits on b36a39b2bcda94de87fdc831da884611f8a85eea to libraries/render-utils/src/MeshPartPayload.cpp35+
  1. Getting the unlit to work from the pipeline, and found the isLinear for texture bug!samcake committed 10 years agoa8347ca
  2. INtroducing the unlit mode for fragmentssamcake committed 10 years agoe306a24
  3. Adding reflection of the ambient map for translucentsamcake committed 10 years ago88f816f
  4. Cleanup the shaders to avoid any uniform in genral, fixed a bug woith the emissive params applied twice for model_lightmap.slfsamcake committed 10 years agofd3efa3
  5. Removing separate uniforms for the texcoord transforms and lightmap params, shader still failingsamcake committed 10 years ago5a67411
  6. Adding state sorting for freesamcake committed 10 years ago0531f90
  7. adding support for the 2 versions of the shaders nad solving the mapping of uniforms that arise with itsamcake committed 10 years ago8964c24
  8. MeshPartPayload: remove dead codeAnthony J. Thibault committed 10 years ago635f586
  9. Update after merge changes to NetworkGeometry.Anthony J. Thibault committed 10 years ago24ca5b3
  10. Merge branch 'master' into tony/animated-cullingAnthony J. Thibault committed 10 years ago940f3e6
  11. Address performance issues introduced with this PR.Anthony J. Thibault committed 10 years ago115fd60
  12. Minimize diff with masterAnthony J. Thibault committed 10 years ago49a4d10
  13. Dynamic bound update for skinned meshAnthony J. Thibault committed 10 years agobf43348
  14. WIP: checkpointAnthony J. Thibault committed 10 years agob4e70d9
  15. Update users of NetworkGeometryZach Pomerantz committed 10 years ago3e9e083
  16. fixing repported issues during reviewsamcake committed 10 years ago1e46b08
  17. Trying to clen up the way the opacity final value comes to the fragment shadersamcake committed 10 years ago227ddb1
  18. Trying to better load aand detect the case for transparent textures oor opacity masksamcake committed 10 years ago225b330
  19. Add texture transparency to material keyZach Pomerantz committed 10 years agoee1fb69
  20. A bunch of typo fixes after reviewsamcake committed 10 years ago8992037
  21. Merge branch 'master' of https://github.com/highfidelity/hifi into orangesamcake committed 10 years ago3ee6f9d
  22. final names for ViewFrustum intersection testsAndrew Meadows committed 10 years agof964df6
  23. use shapeInFrustum() names againAndrew Meadows committed 10 years agodfdf375
  24. ViewFrustum method renames and whitespace cleanupAndrew Meadows committed 10 years ago9c927ea
  25. Adding support for emissive and occlusion maps, on to pr landsamcake committed 10 years agoa0d7ce1
  26. IMproving the shading model and the loading, added the roughness, needt to clean upsamcake committed 10 years ago2f5800a
  27. MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaderssamcake committed 10 years ago39a7852
  28. USing metallic and not gloss mapsamcake committed 10 years agoe103fd3
  29. trying to have better support for the materialssamcake committed 10 years ago9038248
  30. Renaming and rearranging the material fields to support PBR fbx materialssamcake committed 10 years agob03f639
  31. Changing diffuse to albedo and breaking everything...samcake committed 10 years ago0ad7bac
  32. Fix -Wunused-variable for MeshPart ShapeKeysZach Pomerantz committed 10 years ago9e7e6be
  33. Add defaults/light/shaders to plumberZach Pomerantz committed 10 years ago65ddb94
  34. Do not cauterize bones in SHADOW_RENDER_MODEZach Pomerantz committed 10 years ago7a5562a
  35. Move primitive rendering out of DeferredLightingEffectAtlante45 committed 10 years ago11dc3cd