4920649d42
GL_QUERY_RESULT_AVAILABLE_EXT calls disable, as on PowerVR SGX / iOS, glGetQueryObjectuivEXT seems to be blocking. (Will need to change to asynchronous logic in the future to maintain performance and follow the "spec")
Kearwood Gilbert2013-04-12 01:07:41 -07:00
1b77dff53a
Implemented (temporary) hack to enable reverb to be audible when audio sources are far away, until audio culling is fixed.
Kearwood Gilbert2013-04-11 20:33:45 -07:00
1bdcf0223f
Fixed bug that caused the "enable_realtime_occlusion" render setting to fail to propagate when the KRRenderSettings class copy constructor is called
Kearwood Gilbert2013-04-11 20:32:18 -07:00
97d5949891
Fixed bug that caused moving objects to disappear if they travelled outside of their original octree node. (Including point lights)
Kearwood Gilbert2013-04-11 20:31:37 -07:00
94cf3f7760
Implemented small optimization for hardware occlusion culling. Implemented parameter to allow hardware occlusion culling to be disabled.
Kearwood Gilbert2013-04-11 15:28:59 -07:00
def0bae4d8
fixed bug in real-time occlusion culling that caused octree nodes and flares to disappear when they should be visible
Kearwood Gilbert2013-04-11 14:04:56 -07:00
260326094d
Fixed drawing order bug with two sided alpha blended shapes
Kearwood Gilbert2013-04-11 13:46:55 -07:00
3a04a954ac
Lod_Group node threshold distances are now calculated based on the distance between the camera and the nearest point in/on the bounding box
Kearwood Gilbert2013-04-08 21:40:53 -07:00
bd0a773770
Memory management is now dynamic, detected by device. LOD Bias is now an exponential function
Kearwood Gilbert2013-04-04 18:26:17 -07:00
bc577e1769
LODGroup threshold units are now converted correctly when importing FBX files. Implemented LOD bias setting
Kearwood Gilbert2013-04-04 17:53:39 -07:00
4a4eac57a4
lod_group nodes now have a reference point attribute, enabling use of lod_groups containing objects with a centre that is not at the pivot point of the lod_group node. Numerous small bug fixes.
Kearwood Gilbert2013-04-04 16:09:29 -07:00
16c8523a40
Implemented Hierarchical LOD system and associated FBX Importer functionality.
Kearwood Gilbert2013-04-04 12:50:53 -07:00
fb23c8ef78
OSD Debug text can now be used by the host application.
Kearwood Gilbert2013-03-22 18:16:44 -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.
Kearwood Gilbert2013-03-21 19:58:35 -07:00
9e7a79ac9c
Profiler / Debug visualizations in progress Implemented support for dynamic VBO's (used by text rendering system)
Kearwood Gilbert2013-03-21 13:21:04 -07:00
93a64d4100
Adjusted flare occlusion testing to correct occasions where flares would disappear.
Kearwood Gilbert2013-03-14 15:30:50 -07:00
d47a844f0a
Renamed KRLight::setOcclusionSize to setFlareOcclusionSize. Fixed bug that made setFlareOcclusionSize have not effect.
Kearwood Gilbert2013-03-14 14:29:12 -07:00
408b0f7612
Created wrapper function so that c++ apps can access named quality / effect parameters.
Kearwood Gilbert2013-03-07 18:22:14 -08:00
5d1daa22dc
Looping audio clips now functioning correctly in Siren. KRAudioSource::IsPlaying() now returning false when a non-looping audio source ends.
Kearwood Gilbert2013-02-27 13:11:24 -08:00
52c9b90667
Fixed bug that caused HRTF audio spatialized sounds to come from the incorrect directions.
Kearwood Gilbert2013-02-22 15:37:38 -08:00
cd3627c3d3
Fixed bug that caused the application to crash when deleting or moving nodes in the Octree Changes to the Octruee due to adding and updating object positions is now delayed until after the end of the frame
Kearwood Gilbert2013-02-21 16:22:56 -08:00
7e0459653d
Fixed access violations Implemented a divide-and-conquer approach to speeding up reverb engine, without increasing latency using multiple, different sized FFT's. Algorithm optimized to ensure that the same amount of processing is done each frame. Reverb now working in real-time.
Kearwood Gilbert2013-02-16 01:35:05 -08:00
fac1df2f6a
Siren audio engine in progress - Implementing Impulse-Response based reverb
Kearwood Gilbert2013-02-15 23:27:04 -08:00
91aca18620
Siren audio engine in progress - Implementing Impulse-Response based reverb
Kearwood Gilbert2013-02-15 17:03:49 -08:00
36f6a82add
Siren audio engine in progress - Implementing Impulse-Response based reverb
Kearwood Gilbert2013-02-15 16:35:49 -08:00
3859c88915
Siren audio engine in progress - Implementing Impulse-Response based reverb
Kearwood Gilbert2013-02-15 16:13:12 -08:00
0db5f91796
Siren audio engine in progress - Implementing Impulse-Response based reverb
Kearwood Gilbert2013-02-15 15:13:48 -08:00
4984dc9fbf
Siren audio engine in progress - Implementing Impulse-Response based reverb
Kearwood Gilbert2013-02-14 14:13:46 -08:00
743955fbe0
Siren audio engine in progress Added HRTF (Kemar) samples for 3d spatialization Exposed frame buffer width and height for camera renderFrame calls. Fixed a bug that caused objects containing a mixture of both opaque and transparent materials to be rendered entirely in the transparent render pass. Now the sub meshes are evaluated independently.
Kearwood Gilbert2013-02-08 17:28:17 -08:00
b7f3b4510a
OSX Build now running, although some textures will not appear and the frame buffer size is hard-coded. (Will need DXT compression for desktop).
Kearwood Gilbert2013-02-06 11:59:24 -08:00
76116f4cc3
Audio initialization is now delayed until rendering begins. Disabled reverb and headphone spatialization, as they are currently broken in IOS 6.0-6.1
Kearwood Gilbert2013-02-02 23:58:08 -08:00
232fadce11
Corrected build issues on OSX, due to incorrectly configured prefix header.
Kearwood Gilbert2013-02-01 15:55:00 -08:00
ff63061722
Organized project to be more portable and require fewer steps to integrate into application projects in Xcode. Moved standard assets into bundles
Kearwood Gilbert2013-01-31 02:16:47 -08:00
d282294594
Indexed geometry support in progress Re-normalized the min and max distance related parameters in KREngine.mm
Kearwood Gilbert2013-01-24 21:56:40 -08:00
e54f7110b4
Duplicated iOS shaders so they can be optimized for OSX. Implemented OSX preamble and automatic selection of OSX shader versions. Updated FBX import process so that it does not KRBundle the final output, but rather keeps each kind of asset bundled together in groups at the top level.
Kearwood Gilbert2013-01-24 13:52:26 -08:00
655e0095ed
OSX Port in progress Implemented ALDEBUG macro Corrected audio engine bugs
Kearwood Gilbert2013-01-23 12:43:43 -08:00
e9b8706dee
Fixed file type for fragment shader in project settings
Kearwood Gilbert2013-01-16 18:21:17 -08:00
fb383c6970
KRWorldBuilder framework in progress
kearwood
2013-01-13 08:10:38 +00:00
ba50f738f9
Updated KRObjPack to match Kraken engine changes
kearwood
2013-01-13 08:10:09 +00:00
9abc02965f
Updated KRObjView to match Kraken engine changes
kearwood
2013-01-13 08:09:45 +00:00
11f6955150
Fixed crash when using KRUnknown resources
kearwood
2013-01-12 05:14:05 +00:00
ccdbb25492
Fixed bug that caused incorrect texture maximum mipmap selection for LOD
kearwood
2013-01-12 05:13:35 +00:00
c565b1a582
Fixed KRNode::Find, which was not working properly
kearwood
2013-01-12 05:12:51 +00:00
d0847b3f82
includes and header cleanup
kearwood
2013-01-11 03:28:02 +00:00
a2d85c24dd
includes and header cleanup
kearwood
2013-01-11 03:21:19 +00:00
aee5fef177
Fixed crash when importing FBX files that don't have any animations
kearwood
2013-01-09 22:59:33 +00:00
1712059f0a
Changed naming conventions: - KRModel renamed to KRMesh - KRModelManager renamed to KRMeshManager - KRInstance renamed to KRModel - "instance" in scene graph xml is now "model"
kearwood
2013-01-09 22:37:23 +00:00
275adc6a24
Added audio parameters to scene graph XML and API
kearwood
2013-01-05 07:27:39 +00:00
2cbd7ada81
Audio engine in progress
kearwood
2013-01-05 04:04:58 +00:00
4b8302b794
Implemented KRUnknown and KRUnknownManager to allow applications to use Kraken's resource management functionality for application-specific files.
kearwood
2013-01-02 22:00:29 +00:00
7a6f5e34ac
Added #define statements to allow GL calls to compile on OSX
kearwood
2012-12-28 06:25:57 +00:00
73a33e7c8e
Disabled bone visualization
kearwood
2012-12-28 03:39:21 +00:00
cb6facedd5
Completed ray/line casting system and refactoring
kearwood
2012-12-28 03:20:06 +00:00
1ebc54b79a
Repair KRCamera bugs, filter for OSX on renderFrame, createBuffer and destroyBuffer functions
mike
2012-12-22 00:40:37 +00:00
a3ebbd4fd7
KRCamera's have been moved into the scene graph.
kearwood
2012-12-20 22:08:41 +00:00
042ce94ef1
Eliminated unused and obsolete class KRCamera::KRInstanceDistance
kearwood
2012-12-20 20:02:20 +00:00
09736e6bb3
KRAABB line cast culling algorithm is more intelligent now Implemented ray casts and KRAABB ray intersections
kearwood
2012-12-20 19:24:02 +00:00
fd3a5a870c
FBX Import now detects collider meshes based on prefix ("collider_")
kearwood
2012-12-20 01:53:09 +00:00
23004557fd
Physics system in progress Now export writes krbundles directly
kearwood
2012-12-20 01:23:57 +00:00
1ca0c8eb51
Implemented support for triangle strip format in KRModel Implemented stock cube and sphere models Implemented visualization of bones
kearwood
2012-12-14 20:45:16 +00:00
d39a71747c
Code cleanup Fixed size of bound bone index attribute
kearwood
2012-12-14 00:51:45 +00:00
7edb977446
Fixed bugs in skeletal animation
kearwood
2012-12-13 21:04:37 +00:00
ec6bd06bd7
Corrected bone names in krobject file format
kearwood
2012-12-12 23:21:15 +00:00
fe7d4f8238
Final KRObject file format for v1.1
kearwood
2012-12-12 22:15:09 +00:00
8bd02e4bbc
Implemented logic to reduce number of bones to 4 and re-normalize the bone weights. Strongest weights are selected over smaller weights.
kearwood
2012-12-12 09:32:53 +00:00
4f5fd10e71
Updated krmodel file format to support bone weights, physics collider meshes, and variable combinations of vertex attributes
kearwood
2012-12-10 21:09:14 +00:00
317522edd3
Added KRCollider class
mike
2012-12-08 02:05:23 +00:00
bfa6bb23a1
Fixed bug that caused animated rotations to be incorrect
kearwood
2012-12-07 20:11:21 +00:00
4b28e36369
Fixed bug that caused models to fail to load when the instance is not named the same as the model
kearwood
2012-12-07 19:40:09 +00:00
4bec4ee8b2
Now importing bone / skeleton structure from FBX files. Object names from FBX files are now concatenated with the FBX numerical ID to ensure that they are unique
kearwood
2012-12-07 08:22:55 +00:00
6514ceebd8
Now importing bone / skeleton structure from FBX files. Object names from FBX files are now concatenated with the FBX numerical ID to ensure that they are unique
kearwood
2012-12-07 08:22:20 +00:00
34fd415b49
Animation system in progress
kearwood
2012-12-07 03:13:10 +00:00
accc9ce05a
Animation system in progress
kearwood
2012-12-07 01:49:17 +00:00