scrawl
a59940a2c7
Move MyGUI platform to components
10 years ago
scrawl
15bdb7db01
transformBoundingSphere optimization
10 years ago
scrawl
a98dc78cc5
Bounds fix
10 years ago
scrawl
83c6ba97c0
Disable skinning updates for actors beyond the AI processing distance
10 years ago
scrawl
63b69db617
Port skeleton based bounding boxes to the new skinning system
...
Not sure if going to keep this, there's a noticable performance impact.
10 years ago
scrawl
b4a06bd78d
Improve skinning performance
10 years ago
scrawl
372a54bbc7
Dead code removal
10 years ago
scrawl
09742d5b95
Animation playback works, no movement accumulation yet
10 years ago
scrawl
6fada6acf8
Remove tests for no longer existing code
10 years ago
scrawl
12f3198f68
Node name lookups should be case insensitive
...
Concerns "AttachLight", "BoneOffset" and equipment part attachment points, that are all case insensitive in vanilla MW.
10 years ago
scrawl
cd7808fc11
Cleanup in preparation for animation port
...
Scrapped previous idea for multiple animation sources, better approach incoming.
10 years ago
scrawl
148c041a43
Nif loader cleanup - forcing a skeleton is no longer needed
10 years ago
scrawl
1a19cd3607
Some cleanup
10 years ago
scrawl
8c810e3620
Move rng to components
10 years ago
scrawl
04accb7652
Add LightController
10 years ago
scrawl
5fbcf8a859
Mesh filtering fix
10 years ago
scrawl
a254877abe
Clone fix
10 years ago
scrawl
28643660d3
Change triangle indices to unsigned
10 years ago
scrawl
102eadf91c
Add some comments
10 years ago
scrawl
10644544ab
Dead code removal
10 years ago
scrawl
eaa4316ff8
Move skinning code to SceneUtil
10 years ago
scrawl
9246a668b9
Skeleton update fix
10 years ago
scrawl
bd88758962
Use the new skinning system in OpenMW
10 years ago
scrawl
111e3eb6db
Slightly improve bounding box for skinned meshes
10 years ago
scrawl
4ea6d4aa01
Rewrite of skinning code
...
Goals:
- get rid of the mesh pre-transform (this requires supporting different bind matrices for each mesh)
- bounding box should be relative to the bone the mesh is attached to, ideally we can then get rid of the expensive skeleton-based bounding boxes
- update bone matrices in CullCallback instead of UpdateCallback
Works OK, though the bounding boxes are not correct yet.
10 years ago
scrawl
167ae600c5
Implement gravity decay (previously unknown float)
10 years ago
scrawl
68f93294da
Port EffectManager
10 years ago
scrawl
f7d2a28930
Port BoneOffset
10 years ago
scrawl
1699759d12
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
...
Conflicts:
apps/opencs/view/render/cell.cpp
10 years ago
scrawl
edc5cad79e
Port Animation::addEffect
10 years ago
dteviot
4607c4b581
Add Modified DateTime to plug-in tooltip. ( Fixes #2479 )
10 years ago
scrawl
083c41c950
Environment map for enchanted objects
10 years ago
scrawl
8f6d4fb3e0
Fix filtering bug
10 years ago
scrawl
57fd18b161
Fix frontface bug
10 years ago
scrawl
c334a76a6f
Fix skinning bug
10 years ago
scrawl
f7da979669
Add FrameSwitch (geometry "double buffering") for efficient updates of RigGeometry & MorphGeometry
10 years ago
scrawl
c516e897ee
Move Controller base classes to SceneUtil, add visitor to assign ControllerSources
10 years ago
scrawl
de2c85e0f8
Port nifloader to the more efficient StateSetController
10 years ago
scrawl
5dd1ab24fe
More efficient StateSetController, beginnings of sky rendering
10 years ago
scrawl
987e923790
LightManager optimization
10 years ago
scrawl
61aaf0cf70
Attach light lists to the object base nodes instead of each renderable
...
Apparently that is how Ogre worked (on the SceneNode) so let's roll with it for now. Have not tested yet what MW does.
10 years ago
scrawl
c92592493e
OpenMW: create a window and render the starting cell(s)
10 years ago
scrawl
a0b43f426e
Avoid setting DYNAMIC DataVariance on StateSets
10 years ago
scrawl
b0ea51a5c8
Colour conversion utility
10 years ago
scrawl
591a35b8d7
*very* early version of the LightManager
10 years ago
scrawl
433e29f297
MorphGeometry optimizations: static bounding box and vertices updated during cull traversal
10 years ago
scrawl
8b206e0aed
Enable culling for particle emitters & programs
...
Big speedup, though might cause timing inconsistencies that we should fix at some point.
10 years ago
scrawl
0b77ae43a4
Minor optimization for particle emitters
10 years ago
scrawl
74c56556cc
More fixes for scaled particle systems
10 years ago
scrawl
c4738b11b1
Identify unknown float in NiGravity
10 years ago