Code

History

  1. billboarding for model entitiesHifiExperiments committed 5 years ago2a27fc4
  2. Revert commit 359248829c using -m 1 to temporarily fix issue 383.Kasen IO committed 6 years ago21fd10d
  3. Merge branch 'master' into blendshapesHifiExperiments committed 6 years ago8017e30
  4. support blendshapes on model entitiesHifiExperiments committed 6 years agoef8f085
  5. Merge branch 'master' into instancingsabrina-shanman committed 7 years ago7b14c00
  6. Fix build warningssabrina-shanman committed 7 years ago4e0db5d
  7. Address warnings and comments from reviewSam Gateau committed 7 years agoa95a4b5
  8. Clening up left over comments and typos, simplify the code to update Matrices in the model classes and removed renderITemsIdMap because not needed, chasing the problem of the physics objects transformSam Gateau committed 7 years ago695b9cd
  9. clean upsSam Gateau committed 7 years ago9159258
  10. FOund the issue why the skinning was incorrect, removed unecessary data structures in the newly added objects and renamed Deformer to SkinCluster and DYnamicTransform to SkinDeformerSam Gateau committed 7 years agoeecaeb1
  11. Understanding that CLuster can be just one for a mesh and we need the bindingMatrix to be applied correctly, differenciating intentionnally the transform for bound evaluation and the one used for render in the case of SKinned mesh because the clusterMatrices contain the extra offset from rig to modelSam Gateau committed 7 years agof049ab7
  12. the clusterMatrices should be working, but n skin index and weights are assigned yetSam Gateau committed 7 years ago05ac9ae
  13. fooling around to get the cluster workingSam Gateau committed 7 years ago8a1f364
  14. in the middle of somethingSam Gateau committed 7 years agoa995f2c
  15. getting the transform right for the rigid bodiesSam Gateau committed 7 years ago1f3993c
  16. I changed names! Renaming the Geometry to NetworkModel, the GeometryResource to ModelResource, i think there is no need for the 2, only one would be enough in my opinion...Sam Gateau committed 7 years ago521ce39
  17. merge with masterSamGondelman committed 7 years ago6d3e23a
  18. (✿◠‿◠)SamGondelman committed 7 years agode90c50
  19. Fixed unused variables warningsAnthony J. Thibault committed 7 years ago3ae3335
  20. Fix blender::run crashAnthony J. Thibault committed 7 years ago98fe059
  21. fix model boundsSamGondelman committed 7 years ago5a184bd
  22. revert some now unnecessary changes that were impacting performanceSamGondelman committed 7 years agoc1c45d8
  23. handle case when clusterMatrices.size() == 0SamGondelman committed 7 years ago2b32b77
  24. the root node isn't the first onegit add ../.git add ../.SamGondelman committed 7 years agob24b7fe
  25. fix bound scalingSamGondelman committed 7 years ago6d6cd42
  26. Revert "AnimPose operator* optimizations"Anthony Thibault committed 7 years ago39b4eaa
  27. AnimPose operator* optimizationsAnthony Thibault committed 7 years ago569bef5
  28. working on primitiveMode and groupCulledSamGondelman committed 7 years ago1b5c1d0
  29. took out the unnecessary hfm.jointindex codeAngus Antley committed 7 years ago77fa4e7
  30. added getter for the orginal cluster bind matrix values in AnimSkeletonamantley committed 7 years agoc8cd65c
  31. started cleanup of pramantley committed 7 years ago80ebde1
  32. added the hook to put the copy of the mutated bind poses into tthe skeletonamantley committed 7 years ago8256c65
  33. Rename HFMGeometry to HFMModel and adjust related variablessabrina-shanman committed 8 years agocbca77b
  34. Re-name FBXGeometry to HFMGeometry and do the same for related classessabrina-shanman committed 8 years agobecee7f
  35. move blendshape buffers to render threadSamGondelman committed 8 years ago327c2f4