Commit Graph

2303 Commits (a59940a2c734858332fba99ed8ba94366d23406d)

Author SHA1 Message Date
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