Commit Graph

10 Commits

Author SHA1 Message Date
8484fe95d4 Fixed shader compile error that occurred when using Reflection Map scale or offset attributes in a material.
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.

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extra : source : 76835810d2acad4b58299024c7d23a3d29c7ccbb
2013-09-07 16:57:18 -07:00
e0aaafc327 - Implemented KRBehavior class
- 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);
2013-05-24 12:20:47 -07:00
2de749ff16 Added ability to store position, normal, tangent, and uv vertex attributes using GL_SHORT to reduce memory consumption and bandwidth.
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
2013-05-13 13:16:25 -07:00
6fe549b3ba Implemented system to cull out redundant glUniform calls 2013-05-08 17:47:27 -07:00
8be1aff1ba Implemented KRContext::getResources
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.
2013-05-06 12:58:57 -07:00
09d6998d3d CPU Optimization Pass 2013-04-25 16:21:28 -07:00
0c67ffbbd1 Performance optimizations, reducing redundant GL calls 2013-04-24 15:51:57 -07:00
e6207fbb83 Performance Optimizes
Small bug fixes
Implemented KRVector4
2013-04-24 12:48:55 -07:00
a23b39a178 On-screen Profiler / Debug visualizations in progress
Fixed a bug that caused framerate to drop drastically by executing an additional render pass.
2013-03-21 19:58:35 -07:00
ff63061722 Organized project to be more portable and require fewer steps to integrate into application projects in Xcode.
Moved standard assets into bundles
2013-01-31 02:16:47 -08:00