Commit Graph

12 Commits

Author SHA1 Message Date
AlexandruPopovici 6084a4849c #783 Implemented picking for the batched meshes 2022-06-15 17:30:04 +03:00
AlexandruPopovici 059893da30 #783 Fixed an issue with some types of lines and the current batching system which made the batched lines look really broken 2022-06-15 14:44:44 +03:00
AlexandruPopovici 1846554778 #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 2022-06-15 11:13:25 +03:00
AlexandruPopovici 2157631def #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] 2022-06-14 13:01:04 +03:00
AlexandruPopovici 6cf41f64c4 #783. Some changes regarding materials, default materials and material hashes 2022-06-13 22:26:41 +03:00
AlexandruPopovici 757cc7e666 783. Continued working on batching. Got first batches to render on the screen. A bit messed up, but it's something 2022-06-10 00:08:03 +03:00
AlexandruPopovici f2c11abb23 #783. Started working on the Batcher will will organize the render nodes into batches that minimize draw calls neatly 2022-06-09 18:02:13 +03:00
AlexandruPopovici 386500be7a #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. 2022-06-09 13:09:55 +03:00
AlexandruPopovici 665fda37ae #783. Started working on materials and their render tree interaction 2022-06-09 00:10:10 +03:00
AlexandruPopovici 99e9e8c36f 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 2022-06-06 17:48:05 +03:00
AlexandruPopovici 8c3fb6cb4c Added inherited transforms for all objects within block instances 2022-06-03 19:44:11 +03:00
AlexandruPopovici fcea53ddd2 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 2022-06-03 16:37:06 +03:00