Lasse Öörni
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aeb5d9d281
Updated to AngelScript 2.25.0.
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vor 13 Jahren |
Lasse Öörni
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88aaa46465
Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding.
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vor 13 Jahren |
Lasse Öörni
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fa4e6ea827
To be consistent, removed the dependency of animation and terrain LOD from viewport pixel size, as the actual size of screen pixels can not be known. Now the LOD only depends on distance and scale.
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vor 13 Jahren |
Lasse Öörni
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f0b6d55b28
Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries.
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vor 13 Jahren |
Lasse Öörni
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eb3af6e90f
Animation state editing. Note: is a breaking change to AnimatedModel serialization, due to the extra variable needed!
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vor 13 Jahren |
Lasse Öörni
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363e9139de
Added possibility to read animation state start bone as String for handcrafted XML files.
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vor 13 Jahren |
Lasse Öörni
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170ee77019
To avoid confusion when to use what, and as the performance is usually better, use only HashMap & HashSet instead of Map & Set.
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vor 13 Jahren |
Lasse Öörni
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248fc3c1b6
Terrain attributes.
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vor 13 Jahren |
Lasse Öörni
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ab89278a5c
Create AnimatedModel morph vertex buffers on demand (when first non-zero morph weight set.)
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vor 13 Jahren |
Lasse Öörni
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92510672f7
Serialize also skinned decals.
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vor 13 Jahren |
Lasse Öörni
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6643bf7717
Started work on skinned decals.
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vor 13 Jahren |
Lasse Öörni
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06371a62ed
Wrap decal around static geometry.
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vor 13 Jahren |
Lasse Öörni
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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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vor 13 Jahren |
Lasse Öörni
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38fd976aa9
Fixed potential infinite loop when setting morphs.
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vor 13 Jahren |
Lasse Öörni
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153106519e
Restored public locking API for vertex & index buffers. On OpenGL locking is always emulated using either shadow or scratch data.
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vor 13 Jahren |
Lasse Öörni
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9654d7e5b0
Restore whole morph vertex buffer if data lost.
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vor 13 Jahren |
Lasse Öörni
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a4c1924e04
Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling.
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vor 13 Jahren |
Lasse Öörni
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101b2ee338
Fixed crash if model had zero submeshes.
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vor 13 Jahren |
Lasse Öörni
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0debc43fed
Further Android fixes.
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vor 13 Jahren |
Lasse Öörni
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a556679a42
Fixed crash caused by assigning Geometry shared ptr's in multiple threads.
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vor 13 Jahren |
Lasse Öörni
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4548687d1b
Set Skybox distance to a fixed 0.
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vor 13 Jahren |
Lasse Öörni
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48190acfca
Eliminated most virtual function calls from getting Drawable batches.
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vor 13 Jahren |
Lasse Öörni
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e6fe0d6cf0
Removed convenience GetWorldTransform() from Component to make it explicit that an indirection to the parent node is being made.
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vor 13 Jahren |
Lasse Öörni
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8a4351b8ec
Removed the IsLoading() flag from Serializable. Instead implemented separately in AnimatedModel, which is the only component that needs that information.
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vor 13 Jahren |
Lasse Öörni
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496a21d984
Optimized CalculateLodLevels() when it's a no-op.
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vor 13 Jahren |
Lasse Öörni
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c936e216d9
Optimized StaticModel batch structure for less cache misses.
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vor 13 Jahren |
Lasse Öörni
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71beb9e343
Optimized UpdateDistance() for case of 1 submesh only.
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vor 13 Jahren |
Lasse Öörni
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7a06dc73e5
Avoid Component::GetWorldTransform() and related functions where possible to avoid extra indirection and function call.
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vor 13 Jahren |
Lasse Öörni
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50653416da
Reverted earlier shadow split refactoring due to unnecessary shadowcasters being rendered.
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vor 13 Jahren |
Lasse Öörni
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00522a44a7
Optimized GetBatch() in StaticModel & AnimatedModel by caching the current LOD geometries into a flat array.
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vor 13 Jahren |