Benau
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d932451295
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Don't out a interpolated color change
It will should be determined by colorization mask in fragment shader
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2016-12-23 11:38:32 +08:00 |
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Benau
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8008ec851e
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Allow to use hardware skinning with opengl 3.1
Now we only need UBO to store the joint matrices to support it
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2016-12-23 01:31:13 +08:00 |
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Benau
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85bd8c3146
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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
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2016-12-14 16:28:37 +08:00 |
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Benau
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c68492f42b
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Use a for loop for four bones (thanks leyyin suggestion!)
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2016-12-09 23:21:41 +08:00 |
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Benau
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b7e047b4c1
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Avoid using else if in skinning vertex shader
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2016-12-09 14:16:30 +08:00 |
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Benau
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57d9e83ed4
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First version of hardware skinning
Todo: shadow, non-instanced shaders, culling, changeable offset...
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2016-12-07 02:15:11 +08:00 |
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