0405eb681b
New streaming algorithm in progress
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Corrected reflections
Corrected KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE alpha mode
Corrected alpha transparent back face culling
--HG--
branch : nfb
2014-04-12 23:42:26 -07:00
e5121e3958
Fixed syntax error in rim shader
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--HG--
branch : nfb
2013-12-05 01:17:30 -08:00
79abdd98d0
Implemented rim_light and rim_power shader parameters, enabling outlining of objects on a per-model basis.
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Will need to later refactor to allow for a more scalable means of adding per-model shader attributes.
--HG--
branch : nfb
2013-12-05 01:09:31 -08:00
2de749ff16
Added ability to store position, normal, tangent, and uv vertex attributes using GL_SHORT to reduce memory consumption and bandwidth.
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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
cb59a6f38e
Switched to pre-multiplied alpha pipeline, requiring asset textures to be premultiplied as well.
2013-05-02 15:51:51 -07:00
30f39ea19f
Corrected lighting model for transparent surfaces. Reflections and specular are no longer masked by the alpha channel.
2013-05-02 13:32:36 -07:00
ff63061722
Organized project to be more portable and require fewer steps to integrate into application projects in Xcode.
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Moved standard assets into bundles
2013-01-31 02:16:47 -08:00