Commit Graph

12 Commits

Author SHA1 Message Date
Michael Bayne 64fe2ea656 JME is kind of an evolutionary dead end, so we're going to move all the JME
code into the Bang project directly so as to confine the dependencies on JME
libraries to the only thing that will ever need them.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1035 ed5b42cb-e716-0410-a449-f6a68f950b19
2010-10-22 16:50:32 +00:00
Dave Hoover a21a692f31 I swear; sometime before 2011 I'll be done stumbling across ways my
copyright updating missed things


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@871 ed5b42cb-e716-0410-a449-f6a68f950b19
2010-01-06 01:11:06 +00:00
Andrzej Kapolka c755fd626a To reduce shader state changes and compilations, just use the
four-bone-per-vertex configuration for all skinned meshes.  Depending on 
the models we have, it may be worth compiling a separate one for two 
bones per vertex.  Added a hook to customize the material color (for 
per-vertex colors, e.g.)


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@245 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-15 00:55:19 +00:00
Andrzej Kapolka 124af1e0b1 Use a fragment shader as well as a vertex shader for the skinned meshes.
I tracked the ATI slowdown down to using a vertex shader in combination 
with fixed function fog.  Also cleaned up ShaderConfig a little.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@244 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-14 20:13:39 +00:00
Andrzej Kapolka 8a0168760f Much work to reconfigure shaders automatically based on the model's
current JME state set.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@237 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-10 20:35:27 +00:00
Andrzej Kapolka 1d8f04c43a Prepend the #version directive before compiling the shader.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@236 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-10 01:31:42 +00:00
Andrzej Kapolka 45df6d814b Use VBOs for vertices, indices when using shaders; multiply vertices by
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
2007-05-09 19:51:32 +00:00
Andrzej Kapolka 742dc30f9e Basic support for skinning with GLSL shaders. Still need to work out
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
2007-05-08 01:50:07 +00:00
Andrzej Kapolka 434c5f86c2 Probably only need one of those.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@69 ed5b42cb-e716-0410-a449-f6a68f950b19
2006-11-01 02:17:22 +00:00
Andrzej Kapolka a7c56949aa Translation for camera position option.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@68 ed5b42cb-e716-0410-a449-f6a68f950b19
2006-11-01 02:10:39 +00:00
Andrzej Kapolka fd06ed1481 Added support for model variants: subconfigurations with different
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
2006-10-11 18:42:48 +00:00
Michael Bayne 18b12b3240 Handle resource bits.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@2 ed5b42cb-e716-0410-a449-f6a68f950b19
2006-06-23 18:58:45 +00:00