AlexandruPopovici
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6084a4849c
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#783 Implemented picking for the batched meshes
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2022-06-15 17:30:04 +03:00 |
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AlexandruPopovici
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059893da30
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#783 Fixed an issue with some types of lines and the current batching system which made the batched lines look really broken
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2022-06-15 14:44:44 +03:00 |
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AlexandruPopovici
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1846554778
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#783 Working on picking and fixing some issues which arose a few days ago regarding some types of lines when I switched to full-tree represenation
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2022-06-15 11:13:25 +03:00 |
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AlexandruPopovici
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2157631def
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#783 Fixed an issue where some meshes were left out of batching. Added transparency to materials that require it. Seems to be working fine so far, though we might see issues in the future]
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2022-06-14 13:01:04 +03:00 |
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AlexandruPopovici
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6cf41f64c4
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#783. Some changes regarding materials, default materials and material hashes
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2022-06-13 22:26:41 +03:00 |
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AlexandruPopovici
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757cc7e666
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783. Continued working on batching. Got first batches to render on the screen. A bit messed up, but it's something
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2022-06-10 00:08:03 +03:00 |
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AlexandruPopovici
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f2c11abb23
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#783. Started working on the Batcher will will organize the render nodes into batches that minimize draw calls neatly
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2022-06-09 18:02:13 +03:00 |
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AlexandruPopovici
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386500be7a
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#783 Removed the concept of nested nodes. It was complicating matters unnecessarily. Any nodes inside other nodes display values are chidlren of that node now.
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2022-06-09 13:09:55 +03:00 |
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AlexandruPopovici
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665fda37ae
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#783. Started working on materials and their render tree interaction
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2022-06-09 00:10:10 +03:00 |
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AlexandruPopovici
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99e9e8c36f
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Fixed some issues with node conversions and geometry conversions. Added auth token if exists to the object loader in sandbox. Remove all old code from Converter. Only the '...toNode' conversions remain. Tested some more
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2022-06-06 17:48:05 +03:00 |
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AlexandruPopovici
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8c3fb6cb4c
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Added inherited transforms for all objects within block instances
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2022-06-03 19:44:11 +03:00 |
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AlexandruPopovici
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fcea53ddd2
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Implemented the concept of RenderTree which just extends the functionality of the general purpose WorldTree. Moved all geometry conversions to a seaprate source where no async, no fetches, no special things happen, with the intent of possibly moving this to a webworker in the future
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2022-06-03 16:37:06 +03:00 |
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