Commit Graph

9612 Commits

Author SHA1 Message Date
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.
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.
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.
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.
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.)
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.
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.
Refactored polygon clipping into an utility function.
2012-07-08 19:15:43 +00:00
Lasse Öörni
06371a62ed Wrap decal around static geometry.
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.
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.
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.
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.
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.
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