Qing Tao
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b0b92a99cd
Add support to release BufferAssets owned by ModelAssets for some use cases (#113)
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2 лет назад |
Guthrie Adams
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4466a61b53
updating model and model LOD to use asset based instance ID
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2 лет назад |
santorac
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800a40c711
Code cleanup.
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3 лет назад |
santorac
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783b110778
(Restored changes that got lost during a rebase operation. It looks like this commit was ignored because it was incorrectly flagged as a merge because some prior merge operation was left in an incomplete state)
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3 лет назад |
santorac
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d942d8bd64
Updated comments
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3 лет назад |
santorac
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c995b158f9
Changed the format used for dummy shader input streams to avoid driver validation warnings.
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3 лет назад |
lumberyard-employee-dm
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b9824ed172
Updated all array_view uses with the C++20 span. (#7157)
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4 лет назад |
Esteban Papp
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0b9497cd45
Changes call from AZ_TRACE to AZ_PROFILE. AZ_TRACE uses a driller bus that is going to be removed
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4 лет назад |
Mike Balfour
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0505f200e5
Remove extra/bad profile markers (#4031)
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4 лет назад |
Jeremy Ong
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07a14bdce1
Add AZ_BUDGET_DEFINE/AZ_BUDGET_DECLARE and remove driller
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4 лет назад |
Jeremy Ong
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df9b4d4a2f
Deprecate profiler categories based on global enum
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4 лет назад |
Chris Santora
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fec79a7d53
Moved the material slot list from ModelLodAsset to ModelAsset, so all the slots live in one main list. This removes data duplication between LODs and cleans up the code a bit.
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4 лет назад |
Chris Santora
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14d2e38b90
Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
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4 лет назад |
Steve Pham
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38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
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4 лет назад |
Steve Pham
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b4a2edec6a
Final update copyright headers to reference license files at the repo root (#1693)
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4 лет назад |
moudgils
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65f8182520
Fix mac image preview pass. ImagePreviewPass correctly uses the swapchain texture to render into. (#1566)
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4 лет назад |
moudgils
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0e3127240f
Enable 16 byte alignment for root constants and a minor cleanup (#1522)
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4 лет назад |
Steve Pham
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70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504)
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4 лет назад |
jiaweig
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f64bd999e0
Move UvStreamTangentBitmask to new files.
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4 лет назад |
jiaweig
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c3794ca96c
Addressed review comments.
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4 лет назад |
jiaweig
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775b7d048b
Add support for tangent stream pairing with the first UV from the model.
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4 лет назад |
alexpete
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a10351f38d
Initial commit
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5 лет назад |