Code

History

  1. fix cauterization of entities that are children of MyAvatar's headSamGondelman committed 7 years ago27338c3
  2. hmmm not workingSamGondelman committed 7 years agodbc3ae3
  3. one more trySamGondelman committed 7 years ago5609670
  4. Merge pull request #14656 from SamGondelman/matFallthroughJeff Clinton committed 7 years agod92d256
  5. track texture loadingSamGondelman committed 7 years ago717da1b
  6. working on primitiveMode and groupCulledSamGondelman committed 7 years ago1b5c1d0
  7. wipSamGondelman committed 7 years agoa9d7980
  8. working on material fallthroughSamGondelman committed 7 years ago9155853
  9. Merge pull request #14379 from Cristo86/gles_use_tbo_no_ssboJohn Conklin II committed 8 years ago9d404a6
  10. Rename HFMGeometry to HFMModel and adjust related variablessabrina-shanman committed 8 years agocbca77b
  11. Re-name FBXGeometry to HFMGeometry and do the same for related classessabrina-shanman committed 8 years agobecee7f
  12. Add Android for the condition of _meshBlendshapeBuffer usageCristian Luis Duarte committed 8 years agobc7e494
  13. maybe?SamGondelman committed 8 years ago7dff015
  14. pleaseSam Gondelman committed 8 years ago39c828f
  15. move blendshape buffers to render threadSamGondelman committed 8 years ago327c2f4
  16. make sure that we compile, dahSam committed 8 years ago87efeb1
  17. Addressing the bug on Mac AMDsam gateau committed 8 years ago702d26d
  18. And more changes for better syntax and less useless stuffsam gateau committed 8 years ago5d0f2e3
  19. Unify the the packing of the blendshape offset for simplicity and settle on the name DrawcallUniformsam gateau committed 8 years agoff24a99
  20. Finalizing the renaming from Skinned to Deformedsam gateau committed 8 years agob5a47b2
  21. Getting better'Sam Gateau committed 8 years ago69734ce
  22. Exposing the drawcall user info just a uint16 right now and use it for the skinning and blendshapesam gateau committed 8 years ago7cf7eaa
  23. Apply fix to gl41 backend needed for proper Resource BUffer on gl41sam gateau committed 8 years ago5d80a89
  24. bringing the blendshape in skin shader only work in mastersam gateau committed 8 years agoec6117e
  25. Merge remote-tracking branch 'upstream/master' into perfSamGondelman committed 8 years ago9ab1fc0
  26. working on blendshapesSamGondelman committed 8 years ago05ff99a
  27. don't bind materials during shadow passSamGondelman committed 8 years agode10dfb
  28. Shader refactoring for explicit bindingsBrad Davis committed 8 years agoae8f841
  29. Clean up and trying to get ready for mergesamcake committed 8 years ago2e9076c
  30. Removing the getLayer from the meshPArtPayload and check that it s workingSam Gateau committed 8 years ago2f94c43
  31. Cleaning up the Model set ItemKey flags and bringing Item::Layer in the ItemKeySam Gateau committed 8 years ago678effd
  32. Merge remote-tracking branch 'upstream/master' into bindlessBrad Davis committed 8 years ago0e7ee95
  33. model behaves correctly if missing materialSamGondelman committed 8 years ago444534f
  34. Merge branch 'gl_common' into bindlessBrad Davis committed 8 years ago9056ee0
  35. Bindless texture work cleanupBrad Davis committed 8 years ago09996e0