weights even if we only have one weight per vertex.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@232 ed5b42cb-e716-0410-a449-f6a68f950b19
how to handle different lighting arrangements and complex materials
(e.g., the metal effect for the Iron Plate).
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@229 ed5b42cb-e716-0410-a449-f6a68f950b19
relative position throughout all animations. Also, don't include
transforms in the animations for nodes that never move.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@218 ed5b42cb-e716-0410-a449-f6a68f950b19
node name instead of the identity, to ensure consistent ordering.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@77 ed5b42cb-e716-0410-a449-f6a68f950b19
of version safety (meaning we won't necessarily have to recompile all
the models when we add a new field) and should help avoid the frequent
binary changes to which Java serialization is prone.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@71 ed5b42cb-e716-0410-a449-f6a68f950b19
textures, etc., that share the same mesh and animations.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@49 ed5b42cb-e716-0410-a449-f6a68f950b19
vertex) to compute the depth used for sorting. There are still annoying
artifacts, but I've already spent too much time exploring all the ways
to sort these things.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@31 ed5b42cb-e716-0410-a449-f6a68f950b19
to optimize this, and seems reasonably fast, but not fast enough to
enable it for all transparent meshes. Hopefully the artists can improve
performance by merging meshes together, and we can strike a happy
balance between sorting by mesh and sorting by triangles.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@29 ed5b42cb-e716-0410-a449-f6a68f950b19