Nodes in the FBX file starting with so_ will no longer be decorated with fbx_##_ prefixes.
Updated import pipeline for compatibility with C++11
--HG--
extra : source : 39b8803b34f432b24279d4c6ca4c05f4f505174b
Fixed bug that caused the Reflection Map scale to be swapped with the Normal Map scale material parameter.
Fixed bug that caused the Reflection Map offset to be swapped with the Normal Map offset material parameter.
--HG--
extra : source : 76835810d2acad4b58299024c7d23a3d29c7ccbb
Fixed bug that caused the Reflection Map scale to be swapped with the Normal Map scale material parameter.
Fixed bug that caused the Reflection Map offset to be swapped with the Normal Map offset material parameter.
--HG--
branch : nfb
- Imported animations now have the auto_play and loop flags set to false by default
- Implemented Pre-Rotation, Post-Rotation, Scale Offset, Rotate Offset, Scale Pivot, and Rotate Pivot transform attributes.
- Reduced use of euler angles, replacing them with Quaternions where possible
- Fixed bug with incorrect Y rotation in KRMat4::rotate
- Material / GL Context changes have been optimized to reduce redundant glUniform calls
- New KRMesh format implemented, with support for importing BindPose matrices
- Fixed bug that caused a duplicate "default_camera" node to be added rather than picking up an existing "default_camera" node imported from FBX. This enables animations to drive the camera correctly.
- Implemented KRVector3::Scale
- Implemented KRVector3::KRVector3(double *v);
Optimizations to Impulse Response Reverb convolution algorithm to speed up FFT's and reduce memory consumption.
GL_EXT_texture_storage extension now functioning for cube maps.
Now taking advantage of GL_EXT_discard_framebuffer to reduce extraneous memory copy operations in the PowerVR driver
Implemented native support for Maya's extended scene graph node attributes (pre-transform, post-transform, pivot sets, scale compensation)
Debugging of broken skinned mesh renderer in progress
FBX Importing toolchain now detects need for vertex tangent vectors based on presence of Normal maps, and only imports them when needed. If tangent vectors are needed, but not present in the FBX file, they are calculated during the import process. Importing tangents increases the size of the vertex data and reduces the ability to share vertexes for multiple faces when using indexed triangle rendering; therefore, they are imported sparingly.