| Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
Increased batch limit check to compensate internal buffers alignment for lines drawing
|
|
* Log a warning if chdir failed, use agnostic CHDIR instead of chdir
* Only include libdrm directory explicitly when not cross compiling
|
|
|
|
|
|
|
|
|
|
Simplified some parts and reviewed for a correct computation of matrices, considering stereo render view/projection per eye transformations
|
|
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
|
|
|
|
|
|
As a bonus, stereo render is compatible with mesh instancing now!
|
|
Co-authored-by: Carlos Hernandez Barbera <[email protected]>
|
|
|
|
|
|
rlgl module has been completely redesigned to move Mesh/Material structures to [models] module. Still some work to do, broken elements:
- [models] OpenGL 1.1 mesh rendering: DrawMesh()
- [models] Mesh Instancing: DrawMeshInstanced()
- [models] Stereo rendering: DrawMesh()
- [models] GL_FLOAT, GL_UNSIGNED_INT exposed
- [models] GenMeshCustom()
- [rlgl] GenTexture*() functions removal?
|
|
This is a very simple and specific implementation that should be better addressed by the users
|
|
Co-authored-by: Jeffery Myers <[email protected]>
|
|
|
|
|
|
- Some rlgl functions have been moved to core
- Some functions have been made internal to rlgl
- rlgl functions prefixed with rl*()
|
|
|
|
Just assigned a fixed memory size for custom Material parameters in case of being required, so we shouldn't worry about allocating/freeing them.
|
|
|
|
|
|
* 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->
|
|
Some enums values have been renamed to be more consistent and also provide a more detailed description:
- ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
- ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
- MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
- PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
|
|
* 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
|
|
|
|
|
|
* Add support for u8 bone indicies when loading glTF
* Fix segfault for glTF animations not keyframed at 0
When loading glTF animations we lerp between keyframes, and previously
assume that if the frame we are considering has a later keyframe, there
must be a previous keyframe. This is not true if the animation's first
keyframe is some time into the animation. In this case we now
effectively clamp to that first keyframe for any time prior to it.
* Respect parent bones tranform when loading glTF animations
We previously assumed that when loading glTF animations, the bones were
ordered with those higher up the skeleton tree (i.e. closer to the root)
came first in the list of nodes. This may not be true, so now we
repeatedly loop, preparing each level of the skeleton tree one after the
other, starting at the root level. This ensures that any parent
transforms are applied before transforming any child bones.
We also ensure that we have forced the loading of animation data before
attempting to interpolate to generate the animation frames for use
later, without this no animations are applied.
Finally we remove the check that assumed the first node in the nodes
list is the root, and use an invalid index value as the sentinal value
for when a node has no parent. Previously this was 0, which made
distinguishing between root nodes and children of the first node
impossible.
|
|
Actually, it seems more logical that rlgl takes care of OpenGL data than the models module...
Also, models module loaded vertex data is unloaded by models module.
|
|
Co-authored-by: Jeffery Myers <[email protected]>
|
|
offset from the root (#1594)
|
|
|
|
|
|
Current implementation is probably wrong and it should be reimplemented from scratch, in the meantime, I prefer to remove the function.
|
|
This is to account for GLTF info being more like instructions on how to build your animation instead of verbose description of each pose.
|
|
* 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
|
|
Upload mesh data to GPU and get VAO/VBO identifiers
|
|
Resolves #1495
This line allocated some memory that was already allocated in the beginning of the function and was essentially creating a leak.
|
|
|
|
models module (#1498)
|
|
|
|
|