Commit Graph

226 Commits

Author SHA1 Message Date
Anakin
5c5b9ac2f1 don't copy the model list. It can be very big - using pointer now,
garbage is not from the texture or object changes
2016-11-25 16:14:33 +01:00
Anakin
e1e8e165fe removed unused information from texture,
don't copy the data, give a pointer,
there is some data left, need to find out if it's from these changes
2016-11-24 19:40:17 +01:00
Anakin
97a38d5260 new release version,
Features:
- fixed texture problem
- fixed multi polygon problem
Bugs:
- cloth not working correctly,
- seams that bones as parent do not work
2016-11-23 17:34:03 +01:00
Anakin
23ce58291e fixed the multiedged polygons 2016-11-23 17:30:38 +01:00
Anakin
232acedce7 trying to fix the polygon mess up,
added new multipoly for testing
2016-11-22 20:05:02 +01:00
Anakin
60cc7bb562 fixed messed up textures of the cluster 2016-11-21 15:02:33 +01:00
Anakin
9abd285239 new release version,
Features:
- reset view before loading new mesh
- reset view when pressing space
- clustered msh can be displayed
- shadow mesh, nulls, bones, hidden things are no longer displayed
- now mulitpolygons can be displayed
- fasten and improved code
Bugs:
- cluster mixed up textures,
- at most mesh only every 2nd triangle is displayed,
- triangulation is not very good (DarthDUCK's Proton charge)
2016-11-20 17:00:17 +01:00
Anakin
bcdc17c362 shorten code,
tested multipoly, there are some problems, look at the README.md,
2016-11-20 16:56:56 +01:00
Anakin
b3a8b4bb81 triangulation implemented,
now need to test it
2016-11-20 16:46:49 +01:00
Anakin
f81f03353d cloth stores the data in vectors, too;
removed the old unused code
2016-11-20 13:09:02 +01:00
Anakin
9ac1a25954 fixed the uv problem 2016-11-20 12:38:22 +01:00
Anakin
57df0a2e15 use different variables to store the data. The aim is to handle even not triangulated mesh files.
At the moment there is a problem with the UV using the new method
2016-11-20 12:26:23 +01:00
Anakin
927ce1cd0a fixed warnings 2016-11-16 14:18:11 +01:00
Anakin
f4d8018f8f workaround: don't read Data from bones, nulls, shadow and hidden,
new implementation of segm read strp to not only read triangles,
needs to be included in the buffer fill function/draw function
2016-11-16 14:00:51 +01:00
Anakin
806024f4f9 faster method for texture handling 2016-11-13 15:46:52 +01:00
Anakin
0f379ba04a ignore null, bones, shadow mesh and hidden things 2016-11-13 12:47:19 +01:00
Anakin
8929717c9f handle clustered models 2016-11-13 12:15:33 +01:00
Anakin
bbe657d030 reset view before loading a new file,
reset view when pressing space
2016-11-12 13:53:49 +01:00
Anakin
1ab385475b new release version,
Features:
- drag and drop
2016-11-12 12:30:54 +01:00
Anakin
9298d88260 cleaning up before loading new stuff,
next step: calculate best first view position
2016-11-12 12:17:46 +01:00
Anakin
91b65bf6e3 added drag n drop function,
need to clean up before loading the next mesh
2016-11-12 12:14:45 +01:00
Anakin
b4bd314450 clean up code 2016-11-12 12:05:03 +01:00
Anakin
2524971d19 include all parent modelmatrices 2016-11-12 11:54:44 +01:00
Anakin
15743e11fa new release version 2016-11-09 17:49:02 +01:00
Anakin
6107b648f9 now every model is painted with it's own texture 2016-11-09 17:48:28 +01:00
Anakin
ee8989b098 update README.md,
Cip hat nur OpenGl 2.1 -.-
2016-11-09 14:02:57 +01:00
Anakin
2f83d37e12 fixed the problem,
next solve texture name is taken only from the first element,
move some code around
2016-11-08 21:28:24 +01:00
Anakin
b4b2538ea6 fixed problem 2016-11-08 17:06:50 +01:00
Anakin
e5490b9451 collect all texture data and give it to the shader later,
solid color works,
texture crash
2016-11-08 16:42:05 +01:00
Anakin
9c7691df85 removed unused variables 2016-11-08 10:31:34 +01:00
Anakin
0fd3a7f9c8 next step: draw each model with it's own texture,
added new example mesh
2016-11-08 10:25:10 +01:00
Anakin
b9903e593b new release build 2016-11-07 17:11:02 +01:00
Anakin
3d545b4e75 added a new test mesh,
there are warnings if there is no texture,
2016-11-07 17:08:46 +01:00
Anakin
42c94f290c instance was not the right thing for me,
now it's working
2016-11-07 17:07:16 +01:00
Anakin
de76f7182a still trying to fix the problem 2016-11-07 16:00:57 +01:00
Anakin
04d8c453f3 fdsgds<gv<df 2016-11-07 12:16:39 +01:00
Anakin
ed66d77b69 still trying to draw instanced 2016-11-07 12:06:55 +01:00
Anakin
8a36fe10b1 allocate memory for the buffer before using it 2016-11-05 13:36:28 +01:00
Anakin
1cbc9336fe fixing some problems,
trying to draw instanced,
now it crashes
2016-11-05 11:53:49 +01:00
Anakin
9c12598bf5 trying to give MVP via buffer,
nothing displayed -.-
2016-11-03 19:46:36 +01:00
Anakin
3af886450f special thanks to john_connor for finding the display problem 2016-11-01 17:07:07 +01:00
Anakin
bc518f58ee now you can set optional ogl version through the first 2 parameters 2016-11-01 14:16:18 +01:00
Anakin
9d35634c0c pass data (xyz, uv) with 1 buffer to shader,
bugs:
2 triangles are not painted, one is wrong positioned
2016-11-01 11:51:04 +01:00
Anakin
a875820f48 removed unused files,
removed unused functions,
removed unused variables,
reduced dynamic stack memory (there was too much allocated),
moved some code around into better place,
implemented destructor (there is still a std::_face_node left on the stack when the program is done),
2016-10-31 16:19:12 +01:00
Anakin
ea07ead94f added new test mesh that is rotated,
translation from model is now applied,
still need to draw all modl from one mesh
2016-10-31 10:46:41 +01:00
Anakin
e509b1e11c display all models from a mesh,
problem, apply different model matrices for each model,
solution give a list of all models to ogl controller, where they are handled,
next steps: find solution for wrong rotation + draw ALL models instead of only the first
2016-10-30 14:22:08 +01:00
Anakin
a8bfacfd73 fixed wrong placed triangles,
updated release exe
2016-10-23 16:24:36 +02:00
Anakin
5cec0128cd draw all triangles instead of the first 12,
added todo section to the README.md,
clean up code
2016-10-23 16:01:06 +02:00
Anakin
6d5489a96c texture now is correctly displayed 2016-10-23 15:38:47 +02:00
Anakin
4f52510ff9 texture is now correctly detected and used,
there seams to be a problem with the UV. They are not correctly
2016-10-22 15:35:06 +02:00