William Moberg
f632b45c9b
Merge branch 'MemoryOptimization' into Importer
...
# Conflicts:
# include/Engine/Rendering/Model.h
# src/Engine/Collision/Collision.cpp
# src/Engine/Collision/CollisionSystem.cpp
# src/Engine/Collision/TriggerSystem.cpp
# src/Game/Systems/SpawnerSystem.cpp
2016-03-14 02:06:53 +01:00
Jace
0516794db6
Separating RawModel from Model
2016-03-13 14:47:11 +01:00
Teejoon
669a7d13cf
We can now export and import collision meshes :D
2016-02-25 15:39:42 +01:00
Tleety
2cae4e3fb2
Merge remote-tracking branch 'origin/master' into Menu
...
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/RenderQueue.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/QualityAssurance.xml
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/Sprite.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-02-10 19:52:42 +01:00
Tleety
53265bbc90
PNG is now a resource.
...
You can now load textures threaded.
PNG will now throw exceptions when errors happend
SpriteComponent is now working without billboarding.
2016-02-10 17:50:17 +01:00
viktorljung
e9d36c48a6
Changed isSkined to IsSkinned and removed duplicated code in PickingPass
2016-02-10 14:36:25 +01:00
viktorljung
08328a781c
Merge remote-tracking branch 'origin/master' into Animations
...
# Conflicts:
# assets
# include/Engine/Rendering/Model.h
# src/Engine/Collision/Collision.cpp
2016-02-10 14:13:08 +01:00
William Moberg
7140b740b5
Models/Collideables/etc. won't need a AABB component anymore, if it has a Model component. In addition, they should take rotation into account, i.e it doesn't have to be axis-aligned.
2016-02-09 19:20:04 +01:00
Teejoon
92ab22e779
Splatmapping now working.
...
Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.
All materials with a texture has a UVRepeat, telling how many time to till in U and in V.
modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture
MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00
Teejoon
336b058c9f
WIP, commit to be able to pull stuff down
2016-02-04 14:58:46 +01:00
Teejoon
bb4a65a1db
Non-skined mesh WIP
2016-02-02 17:18:42 +01:00
antc13
f1835fd89c
Animations PROBABLY works fine if all joints got keyframes.
2016-01-23 18:02:42 +01:00
antc13
3826142e94
Now supporting multiple material per mesh. Simon changed glDrawElementsBaseVertex to glDrawElements in DrawFinalPass.cpp Hallelulijah!
2016-01-19 17:40:34 +01:00
antc13
2a3009212a
Importing custom mesh without material.
2016-01-18 19:37:55 +01:00
antc13
16c39df439
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
...
# Conflicts:
# include/Engine/Collision/Collision.h
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RawModelAssimp.cpp
2016-01-15 18:00:30 +01:00
antc13
8437b9c734
Commit for Pull
2016-01-15 17:58:26 +01:00
William Moberg
76f90ab031
The main thread is not mutex blocked while child threads load anymore.
2016-01-15 11:29:46 +01:00
William Moberg
71047b08ec
Async load works, using exceptions for special resources.
2016-01-14 16:27:45 +01:00
William Moberg
9f185a1e35
Wrecked the last commit. Async loading works now.
2016-01-13 18:51:45 +01:00
sippeangelo
872879c013
Engine puzzle completed
2015-11-30 17:02:24 +01:00
sippeangelo
16eb70dd59
Added Model and related classes
2015-11-24 10:55:54 +01:00