| Age | Commit message (Collapse) | Author |
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* Implement a load values from accessor function.
Added some more value types for the different GLTF attributes.
Fixed crash when loading animated triangle.
* Split GLTF model loading into separate functions for readability.
* Fixed the already working models that I broke when introducing GLTFReadValue.
Improved the example for gltf models to be able to switch between a few models.
* Removed license from screen. It is pu inside a license file anyway.
* Small improvements on the naming of functions
Removed (*model). and replaced it with model->
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* Added bone binding to whole mesh and not only set vertices.
+ Also added missed setting of the animation count.
+ Removed double ; on one line
* Added more of the gltf sample models
https://github.com/KhronosGroup/glTF-Sample-Models
We need to make it working for all of them.
* Binding to initial bind pose added.
* Fix cube disappearing bug because lerpPercent could be Inf.
* Fixed for rigged figure also
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Updates skybox demo to show how to do both HDR and non HDR skyboxes
Co-authored-by: Jeffery Myers <[email protected]>
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* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded.
* Removed wrongly duplicated function
* Bone loading for gltf model (not working at this point)
* Loading info about vertex to joint connection but animation is still not working
* Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF
* The model almost looks like a real person on animation.
* Fixed model loading with bones.
Also updated license info on the model.
* Cleaned up some code and updated examples.
* Fix identation issues
* Fix identation issues
* Fix identation issues
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Now supports dynamic panoramic view, just drag and drop
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* Fix bug #1270
Added an argument to the shader in order to flip the texture
* Fix Bug #1270
* Fix bug #1270
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When using FormatText() several times in same function, returned string is static and so, the same is returned, resulting in failures on shader loading.
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Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
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Multiple functions added and some reviewed to adapt to the new multi-mesh, multi-material and animated models.
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Actually, that function should be redesigned...
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Note that HDR exposured possibilities are not used on this example...
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Replaced by medieval 3d assets
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Could correct possible issues on OpenGL 1.1
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Moved PBR material loading to example, right decision?
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