Lasse Öörni
c18efb013f
Added terrain tangent generation.
2012-07-17 21:30:58 +00:00
Lasse Öörni
a692f829ce
Fixed terrain height interpolation.
2012-07-17 20:57:39 +00:00
Lasse Öörni
64e7b12bd8
Added possibility to add components without going through an object factory.
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Smoother normal calculation for terrain.
Added Terrain GetHeight() implementation.
2012-07-17 19:04:53 +00:00
Lasse Öörni
2a0aae070a
Started work on terrain.
2012-07-17 13:19:32 +00:00
Lasse Öörni
f8d1243ed1
Use the biggest colliding bone as a base for the decal, to avoid eg. using a finger bone and messing up the decal transform.
2012-07-14 20:45:02 +00:00
Lasse Öörni
29ce81ae7b
Increased depth of the example decals, and default decal depth bias.
2012-07-14 20:13:31 +00:00
Lasse Öörni
1edda97bba
Tweaked example materials.
2012-07-14 20:00:42 +00:00
Lasse Öörni
37f6ea0903
Interpolate blend weights if possible (same indices.)
2012-07-14 15:41:01 +00:00
Lasse Öörni
a989bb4879
Fixed drawing erroneous non-indexed geometry for BillboardSet after all billboards had expired.
2012-07-14 14:51:40 +00:00
Lasse Öörni
6b14fcbf86
Fixed shader memory use calculation.
2012-07-14 12:44:22 +00:00
Lasse Öörni
47eb79aa24
Allow creating a decal only on a specified subgeometry.
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Cleaned up example script code.
2012-07-14 12:41:35 +00:00
Lasse Öörni
83487ac88f
Further ShaderParser optimization.
2012-07-14 11:58:25 +00:00
Lasse Öörni
522212c47d
Optimized shader combination building.
2012-07-13 22:14:59 +00:00
Lasse Öörni
8c58f43ee8
Do not attempt to draw empty geometries.
2012-07-12 20:51:55 +00:00
Lasse Öörni
1175f837c3
Cleaned up saving of DecalSet offset matrices.
2012-07-12 08:11:48 +00:00
Lasse Öörni
79254b127a
Fixed example scripts.
2012-07-12 07:34:07 +00:00
Lasse Öörni
2d8f47618f
Changed controls in TestScene.as & TestSceneOld.as to not require the middle mouse button for adding decals.
2012-07-11 18:16:02 +00:00
Lasse Öörni
debcc38bb0
Allow configuring DecalSet max. vertices and indices separately.
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Serialize DecalSet geometry as a byte buffer for reduced file size.
2012-07-11 16:42:08 +00:00
Lasse Öörni
8555b94e5a
Use indexed geometry for decals.
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Refactored tangent generation into a separate file.
2012-07-11 07:51:25 +00:00
Lasse Öörni
ab89278a5c
Create AnimatedModel morph vertex buffers on demand (when first non-zero morph weight set.)
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Handle skinned decals also for morphed geometry.
2012-07-10 09:35:49 +00:00
Lasse Öörni
803b7cf53a
Moved polygon clipping back into DecalSet & PolyHedron, as the common function interface was not pleasant.
2012-07-10 08:17:44 +00:00
Lasse Öörni
92510672f7
Serialize also skinned decals.
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Fixed flicker of billboards & decals on first frame after loading.
2012-07-09 21:27:47 +00:00
Lasse Öörni
d9cc388499
Mostly working skinned decals.
2012-07-09 20:20:33 +00:00
Lasse Öörni
6643bf7717
Started work on skinned decals.
2012-07-09 14:51:27 +00:00
Lasse Öörni
37a1d6683c
Increased default bias for decals.
2012-07-08 22:24:58 +00:00
Lasse Öörni
874ec0a4ee
Fixed decal restore on OpenGL context loss.
2012-07-08 22:18:05 +00:00
Lasse Öörni
c1a1740798
Added attributes to DecalSet for scene serialization.
2012-07-08 22:13:15 +00:00
Lasse Öörni
4ea24a7a03
Fixed example scripts.
2012-07-08 21:27:32 +00:00
Lasse Öörni
296e36a75b
Calculate tangents for decals.
2012-07-08 21:17:45 +00:00
Lasse Öörni
97828ae8ce
Removed unnecessary functions.
2012-07-08 19:19:17 +00:00
Lasse Öörni
55e90c3ee3
Clip decals as polygons and retriangulate after clipping for less vertices.
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Refactored polygon clipping into an utility function.
2012-07-08 19:15:43 +00:00
Lasse Öörni
06371a62ed
Wrap decal around static geometry.
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Changed OcclusionBuffer clipping to produce less degenerate triangles.
Exposed more Frustum functions to script.
Moved StaticModel software LOD (raycast / occlusion) determination into a function.
2012-07-08 15:49:48 +00:00
Lasse Öörni
91c7374e28
Started work on decals.
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Geometry can now define a non-indexed draw range.
Do not queue empty batches (with empty draw range) for rendering.
2012-07-07 23:54:29 +00:00
Lasse Öörni
d18baaff87
Reverted back to 4 sample shadow mapping on OpenGL ES, but limited directional light cascades to 2.
2012-07-07 13:43:40 +00:00
Lasse Öörni
682714f400
Cleanup of GLSL shadow code, try using texture2D instead of texture2DProj on OpenGL ES.
2012-07-07 11:22:37 +00:00
Lasse Öörni
d101841daa
Fixed shadow fade parameter.
2012-07-07 10:58:53 +00:00
Lasse Öörni
bb821f2a3c
Reverted the split fade optimization.
2012-07-07 10:58:13 +00:00
Lasse Öörni
d4b0f662e2
Further OpenGL ES shadow optimization.
2012-07-07 10:36:33 +00:00
Lasse Öörni
89bc2e3a39
Moved GetShadowFade() into GetDirShadow() in the HLSL shaders.
2012-07-07 10:14:08 +00:00
Lasse Öörni
1410d331a1
Use 2 shadow samples maximum on Android & iOS.
2012-07-06 21:55:25 +00:00
Lasse Öörni
f61e8d7428
Do not attempt to use a buttonless joystick (Android / iOS accelerometer) for control in NinjaSnowWar.
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Fixed crash in JoystickState when querying nonexistent buttons.
2012-07-06 20:39:04 +00:00
Lasse Öörni
d99f3773f8
Fixed GLSL preprocessor directive.
2012-07-06 20:02:03 +00:00
Lasse Öörni
ae9309087c
Delete HLSL directory when copying Android assets.
2012-07-06 19:45:57 +00:00
Lasse Öörni
e8d549ef7e
Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering.
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Reduced max. vertex light count to 4 to prevent excessive shader permutations.
2012-07-06 18:35:13 +00:00
Lasse Öörni
320826998d
Removed unused variable.
2012-07-05 18:31:55 +00:00
Lasse Öörni
3483a3bc8a
Removed ineffective scissor test setting.
2012-07-05 18:29:42 +00:00
Lasse Öörni
e2790f81b0
To save GPU memory with many morphed instances of an AnimatedModel, copy only the morphable attributes into the morph vertex buffer, and read other (static) attributes from the original vertex buffer.
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Fixed OpenGL vertex attributes getting erroneously disabled when one vertex buffer assignment changes and another remains.
2012-07-05 14:34:51 +00:00
Lasse Öörni
38fd976aa9
Fixed potential infinite loop when setting morphs.
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Added script API function to query morph names.
Unified AssetImporter & OgreImporter command line options regarding animations.
2012-07-05 10:57:51 +00:00
Lasse Öörni
ec08de81ad
Added material diffuse color & UV tiling to Tundra importer.
2012-07-04 22:41:04 +00:00
Lasse Öörni
5ede251b62
Use full asset paths (with / sanitated to _) in Tundra scene import, as there may be assets with same name but with different content in different subdirectories.
2012-07-04 20:59:45 +00:00