Benau
37cf5ac459
Add delete vertex buffer to save memory for no graphics
2018-09-12 15:30:57 +08:00
Benau
7859a00967
Remove unused mesh code
2018-01-11 13:38:08 +08:00
Benau
7797115867
Add SP for correct normal and easier shader system
2017-12-25 14:00:10 +08:00
Benau
3607c7d520
Adjust irrlicht CSkinnedMesh class for .spm
...
The last frame in .spm is usable
2017-12-02 15:24:05 +08:00
Benau
b28574eb46
Fix b3d with more than 4 weights per vertex
2017-10-25 13:11:54 +08:00
Benau
fc2e05c0a6
Use a trick to make skinned mesh shader branchless
2017-10-22 13:03:45 +08:00
Benau
7252a38da1
Fix skinning glitches possible in (some) cards
2017-10-22 02:17:37 +08:00
Benau
0d96906d54
Use texture buffer (texture2d in gles) for skinning
2017-10-19 13:31:07 +08:00
Benau
fa48d099f2
Fix the remaining msvc warnings
2017-10-17 10:51:52 +08:00
Benau
3cd2f403e0
Force re-skin when getMesh with hardware skinning on
...
Actually spm has a built in way to use mesh without bothering bind
pose
2017-09-20 01:27:52 +08:00
Benau
a00b878919
Use transposed matrix everywhere
2017-08-17 01:26:08 +08:00
Benau
3031fabcf9
Add spm loader
2017-08-16 13:48:27 +08:00
Deve
6486d1548b
Fixed clang compilation
2016-12-24 02:07:53 +01:00
Benau
85bd8c3146
Add unlit and normal map skinned mesh shader
...
Also fix normal map with skinned mesh, now vertices and joints
will be recalculated for tangents mesh
2016-12-14 16:28:37 +08:00
Benau
e9b68a8a1f
Use a non-hardcoded values for mat4 array (max 1024)
...
Also cull mesh that doesn't have enough space to be rendered
2016-12-11 15:50:53 +08:00
Benau
f6490b6fa6
Allow array to capture lambada
...
Also use a correct sorting function, will be useful later if
we only need the more influetial bones.
2016-12-11 13:21:17 +08:00
Benau
ceef7495d2
Enable culling for animated mesh
...
Use the first frame bounding box for it, don't update each frame
2016-12-11 11:01:02 +08:00
Benau
fcd1e2830e
Use callback function to directly upload joints without copying
2016-12-10 16:16:40 +08:00
Benau
b7e047b4c1
Avoid using else if in skinning vertex shader
2016-12-09 14:16:30 +08:00
Benau
d21e5e0f76
Make skinning offset changeable by culling
2016-12-07 16:08:57 +08:00
Benau
ac8d7aa8c7
Try to fix the build
2016-12-07 08:18:19 +08:00
Benau
a3905a1e19
Allow tangent mesh to be converted
2016-12-07 08:07:01 +08:00
Benau
57d9e83ed4
First version of hardware skinning
...
Todo: shadow, non-instanced shaders, culling, changeable offset...
2016-12-07 02:15:11 +08:00
Benau
956aa83a0a
Remove unused function
2016-10-27 10:15:41 +08:00
hiker
2c2847e912
Fixed line endings.
2014-12-09 08:05:16 +11:00
hiker
5b62d94c5b
Minor performance optimisations.
2014-12-09 07:56:18 +11:00
hiker
b764339b20
Moved cloning of animated mesh into CSkinnedMesh (to get access to
...
private members). Fixed animation bug, caused by copying already
animated vertex position from LocalBuffer to Weight (so they were
then later animated again). Might need a better solution to avoid
copying mesh twice (LocalBuffer = Weight, followed by Weight = LocalBuffer).
2014-12-08 23:39:41 +11:00
funto66
45d68487f0
Add animation strength parameter control for skeletal animations to Irrlicht
...
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14285 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-10-22 13:31:10 +00:00
hikerstk
974deca5e1
Added our own irrlicht version - not used atm.
...
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00