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
William Moberg
562afac9d1
Merge branch 'master' into Importer
...
# Conflicts:
# src/Engine/Collision/Collision.cpp
# src/Engine/Collision/CollisionSystem.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Game/Systems/SpawnerSystem.cpp
2016-03-14 00:42:07 +01:00
Jace
0516794db6
Separating RawModel from Model
2016-03-13 14:47:11 +01:00
Teejoon
e000408593
Getting ShaderID one time per material in total instead of one time every frame
2016-03-11 11:03:09 +01:00
Teejoon
669a7d13cf
We can now export and import collision meshes :D
2016-02-25 15:39:42 +01:00
Tleety
f5de267f25
Merge fixes and CapturePointHUD component skeleton added.
2016-02-10 20:58:10 +01:00
viktorljung
e9d36c48a6
Changed isSkined to IsSkinned and removed duplicated code in PickingPass
2016-02-10 14:36:25 +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
ceab837e27
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
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Conflicts:
include/Engine/Rendering/RawModelCustom.h
src/Engine/Rendering/RawModelCustom.cpp
src/Engine/Rendering/Skeleton.cpp
2016-02-05 13:59:01 +01:00
Teejoon
d1a309be10
Now supports reading of 3 different types of materials
2016-02-05 13:51:47 +01:00
Teejoon
c272857819
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
...
Conflicts:
src/Engine/Rendering/RawModelCustom.cpp
tools/MayaExporter/MayaExporter/Skeleton.cpp
2016-02-04 15:05:00 +01:00
Teejoon
336b058c9f
WIP, commit to be able to pull stuff down
2016-02-04 14:58:46 +01:00
antc13
356cf72b0f
Changed the structure of the Animation Data in both Exporter & Importer.
2016-02-04 11:25:31 +01:00
Teejoon
4357759715
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-02 17:18:54 +01:00
Teejoon
bb4a65a1db
Non-skined mesh WIP
2016-02-02 17:18:42 +01:00
antc13
e8186a7062
Changed the way we're exporting animations.
2016-02-02 14:47:22 +01:00
Jace
a3d4eb65d5
Fixes #66 warnings
2016-02-01 17:53:01 +01:00
antc13
8286d052b3
Changed color values from floats to glm::vec4
2016-01-24 14:38:17 +01:00
antc13
b5b1140f5c
Custom Animations should now work. We also save color values if there's no texture.
2016-01-24 13:28:40 +01:00
antc13
f1835fd89c
Animations PROBABLY works fine if all joints got keyframes.
2016-01-23 18:02:42 +01:00
antc13
c984f76b2f
Importing & Reading Custom animation data. TODO: Shaders.
2016-01-20 18:36:03 +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
8437b9c734
Commit for Pull
2016-01-15 17:58:26 +01:00