Code

History

  1. more backwards logic, added withViewVisibilityMask call in ItemKeySeth Alves committed 8 years ago31c007d
  2. flip logic back aroundSeth Alves committed 8 years ago7c32d3c
  3. works nowSeth Alves committed 8 years ago0ad4cdc
  4. attempt to straighten out use of view-visibility masksSeth Alves committed 8 years agofb974b0
  5. formattingSeth Alves committed 8 years ago1c819c8
  6. visible-perviewSam Gateau committed 8 years ago7a9740d
  7. rename model:: -> graphics::humbletim committed 8 years agob91d536
  8. Merge branch 'master' into feature/dual-quatAnthony J. Thibault committed 8 years ago7753b8a
  9. Merged from master but rendering seems brokenOlivier Prat committed 8 years agodb9e5fd
  10. Merge branch 'master' into feature/dual-quatAnthony J. Thibault committed 8 years ago59b8437
  11. fix avatar texture loadingSamGondelman committed 8 years ago97c0b33
  12. Merged with masterOlivier Prat committed 8 years agob296b96
  13. always push default haze to current frameSamGondelman committed 8 years agoa9d5dda
  14. need to use sizeof(TransformType), not sizeof(mat4)Anthony J. Thibault committed 8 years agofac0982
  15. Optimizations and cleanupAnthony J. Thibault committed 8 years agobcd813a
  16. Removed SKIN_COMP define, re-enabled cauterizationAnthony J. Thibault committed 8 years agoe86fd4f
  17. Full Dual Quaternion supportAnthony J. Thibault committed 8 years ago8bdddf7
  18. Created Model::TransformComponents classAnthony J. Thibault committed 8 years ago18113d8
  19. WIP checkpoint, root transforms for shapes and non-animated fbx files are working.Anthony J. Thibault committed 8 years ago23affb5
  20. WIP first attempt at dual quat skinningAnthony J. Thibault committed 8 years ago565875e
  21. Merge pull request #12017 from Zvork/glcolorSam Gateau committed 8 years agodb4f990
  22. get rid of _model completelySamGondelman committed 8 years ago69c1c65
  23. cleanupSamGondelman committed 8 years ago2ba3e33
  24. cleaning up modelmeshpartpayloadSamGondelman committed 8 years agobd06dc6
  25. Removed glColor reset hack in MeshPartPayload and replaced it by a reset of the color attribute to white in the execution of the setInputFormat command of the various GLBackendsOlivier Prat committed 8 years agobd66640
  26. Added tangents to blendshape for possible break of bump mapping when doing blend shape animationsOlivier Prat committed 8 years ago264f414
  27. Working packing of normals and tangents in GL_INT_10_10_10_2_REV format. Need to check this with all available 3D data input formatsOlivier Prat committed 8 years agof38e473
  28. removing warningssamcake committed 9 years ago053052a
  29. cleaning more codeSam Gateau committed 9 years agoc11f46a
  30. Trying to set the ClusterBuffer in the render loop instead of the game loopSam Gateau committed 9 years ago56510ab
  31. wip hud layering and fix crashesSamGondelman committed 9 years ago477dfdf
  32. move hud rendering to render thread, still need to separate out hud overlaysSamGondelman committed 9 years agob59ec07
  33. Merge branch 'master' into android_newBradley Austin Davis committed 9 years agoe42068f
  34. add _modelJustLoaded and updateTransforForSkinnedMesh on creationSamGondelman committed 9 years ago8619860
  35. fix missing modelsSamGondelman committed 9 years ago9f12d3a