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Model Renderer

Related tags: Console Renderer, Font Renderer, Light Grid, Map Renderer, Model, ModelBank, ModelDrawable, ModelRenderer, Models, Renderer, Sky Renderer, SVG Renderer

Authorship: 97% skyjake, 3% danij

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January 2020
2020-01-17 Fixed : 3D models only partially visible
November 2019
2019-11-05 Definitions : Weapon opacity and fullbright mode
September 2019
2019-09-29 Fixed : Blending issue with models vs. sprites
2019-09-29 Fixed : Fixed FOV only applies to psprites
December 2018
2018-12-02 Added : Added animation sequence “mustFinish”
August 2017
2017-08-26 Added | Renderer : Added "uViewMatrix" and "uWorldMatrix"
2017-08-26 Added : Added built-in shader variable "uProjectionMatrix"
June 2017
2017-06-28 Added | Shaders : Added alpha macro in "model.skeletal.unlit.diffuse"
2017-06-28 Fixed | Shaders : Check for macros before using them
2017-06-25 Added | Shaders : Added PREDEF_TRANSFORM_ALPHA macro
2017-06-25 Added | Shaders : Added PREDEF_TRANSFORM_EMISSION macro
2017-06-18 Added | Scripting : Added a startSequence() method to StateAnimator
2017-06-18 : Starting model animator timelines via script
2017-06-18 libcore | Scripting : Script callbacks for model state change
April 2017
2017-04-24 : Render each MD2 (sub)model as one big triangle strip
2017-04-16 Doom | Fixed : Reset weapon animators when map changes
2017-04-09 : Initialize loaded 3D models during busy mode
2017-04-09 Refactor : Separated model loading from the ModelRenderer
March 2017
2017-03-19 Assimp : Updated Open Asset Import Library to v3.3.1
2017-03-19 Fixed : Repeated triggering of a single thing state
2017-03-07 Fixed : Cube map reflections were not mirrored horizontally
2017-03-04 Added : Added variable “uReflection” to model.skeletal.generic shader
January 2017
2017-01-29 : Sequence duration can be overridden in sequence definition
2017-01-28 Fixed : Restoring model animation variables from a save
2017-01-26 : Print a message when allocating a new model texture atlas
2017-01-22 Cleanup : Clarified shader variable memory allocations
December 2016
2016-12-10 Refactor : Improved model animator state serialization
November 2016
2016-11-08 Fixed : Graceful fallback for FBO config failure
2016-11-08 Fixed : Graceful fallback for FBO config failure
June 2016
2016-06-17 : Revised model alignment settings
2016-06-02 Added : Added new property "viewAlign" for 2.0 models
2016-06-01 Refactor : Moved shader variables to another source file
April 2016
2016-04-02 : Exclude player's own light when rendering weapon model
March 2016
2016-03-23 Added | Shaders : Added shader "model.skeletal.opaque.matte"
2016-03-12 Shaders : Declare uMapTime in all built-in model shaders
2016-03-12 Shaders : Declare uMapTime in all built-in model shaders
February 2016
2016-02-23 Fixed : Animation variables applied also when no sequences active
2016-02-23 Fixed : Animation variables applied also when no sequences active
2016-02-22 : Improved environment cube map selection wrt maphacks
2016-02-05 Shaders : Clamped specular highlights to avoid artifacts
January 2016
2016-01-18 Added : Added animation variables
2016-01-06 Fixed : Handling a failed model load
2016-01-05 : Slightly reduced light intensity for models
2016-01-05 Added | Shaders : Added uMapTime to model.skeletal.unlit.diffuse
2016-01-04 Added | Shaders : Added UV transform macro to all "net.dengine" shaders
2016-01-03 Added | UI : Added "Position" group for offset sliders
2016-01-03 UI : Adjusting the model offset
2016-01-03 UI : Show player weapon models in the editor
2016-01-03 UI : Play animations manually via the model asset editor
2016-01-01 : Increased overall intensity of light sources
December 2015
2015-12-31 Shaders : Default for `uSpecular` is 1
2015-12-31 Added | Shaders : Added uSpecular factor for specular highlights
2015-12-31 : Slightly darker ambient lighting for models
2015-12-28 : Use /home/cubemap.jpg as the reflection cube map
2015-12-28 : Smoothly animated walk bobbing for weapon model
2015-12-28 Shaders : Incorporate reflection to generic shader
2015-12-27 Shaders : Improved psprite model drawing; reflection shading
2015-12-26 Added : Added a shared reflection cube map
2015-12-20 Added | Shaders : Added "model.skeletal.unlit.diffuse" shader
2015-12-20 Added : Added "alwaysTrigger" option for animation sequences
2015-12-20 libgui | ModelDrawable : Rendering pass depth parameters
2015-12-19 Fixed : Load all programs used by models
2015-12-06 Shaders : Multiply vertex color into diffuse texture color
November 2015
2015-11-28 Added : Added the common uMapTime uniform
2015-11-28 Definitions : Autoscaling is disabled by default
2015-11-25 Fixed : Incorrect lighting on scaled models
2015-11-23 Added | libcore : Added `worldOffset` for model assets
2015-11-18 : Ignore mobj full-bright flag with GL2 models
2015-11-15 : Model asset's `onInit()` Doomsday Script callback
2015-11-08 Added : Added uColor and uOffsetUV variables for shaders
2015-11-05 Added : Added a couple of shaders suitable for opaque objects
2015-11-05 Added : Added fog to the model shaders
2015-11-02 libgui : Don't try to bind uniforms that don't exist
2015-11-02 Added : Renamed the generic model shader; added another shader
2015-11-01 : Pass damage inflictor mobj to the model asset's onDamage()
October 2015
2015-10-30 Added | Scripting : Added bindings for StateAnimator
2015-10-29 Fixed : Animation triggering when state changes multiple times
2015-10-27 Fixed : Rendering passes were indexed incorrectly
2015-10-26 Fixed : Use model's atlas when drawing; fixed shutdown crash
2015-10-26 Refactor : Use MultiAtlas; got rid of AuxiliaryData
2015-10-25 Added : Added a "uAlpha" variable for the default model shader
2015-10-25 Cleanup | Refactor : Cleanup
2015-10-23 Added | Fixed : Added missing "material" variable
2015-10-23 Added | Fixed : Added missing "material" variable
2015-10-21 Fixed : Use default rendering passes if none defined
2015-10-21 libgui | Refactor : Correct mapping between meshes and materials
2015-10-19 Fixed : Missing rendering pass information
2015-10-19 Added | libgui | Refactor : Added ModelDrawable::Appearance
2015-10-18 : Model materials and switching between them
2015-10-15 : Enabling and disabling rendering passes
2015-10-13 : Rendering pass specific shaders/variables
September 2015
2015-09-26 Fixed | World : Defer triggering of state animations
2015-09-24 Fixed : Yaw angle for flying objects
2015-09-23 Fixed | libgui : Clamping non-looping animations
2015-09-16 Fixed : Clamp non-looping animations before they wrap
2015-09-13 Fixed : Inadvertently borrowing other objects' bone transformations
2015-09-06 Added : Added "uAlphaLimit" variable to the generic model shader
August 2015
2015-08-31 : Default diffuse texture is opaque black
2015-08-24 : Don't delete objects during deletion notification
2015-08-24 libgui | UI : Loading and unloading packages using the Packages dialog
2015-08-24 Fixed : Wrong variable name
2015-08-19 Scripting : Model's owner is accessible from scripts
2015-08-18 Fixed : Crash when rendering a Thing model
2015-08-18 : Optional range wrapping of animated shader variables
2015-08-17 : Models use a blank default diffuse texture map
2015-08-17 Fixed : Model shader wraps UV coordinates within atlas
2015-08-17 Scripting : Animated uniform variables for model shaders
2015-08-16 Definitions : Animation timelines for scheduled scripting
2015-08-09 : Meshes are identified using "@(number)" or "name"
2015-08-09 : Meshes are identified using "@(number)" or "name"
2015-08-09 Definitions : Parsing model render passes; use source order
2015-08-08 Refactor : Internal data structures for model rendering passes
2015-08-08 Cleanup : Cleanup
2015-08-08 : Adjusted specular component alpha contribution
2015-08-04 Refactor : Derive a custom animation for MobjAnimator
2015-08-03 : Animation priorities and loop re-triggering
2015-08-03 : Controlling looping of animation sequences
2015-08-02 Cleanup : Drawing GL2 models for psprites; minor cleanup
2015-08-01 : Setup a vispsprite for a GL2 model
July 2015
2015-07-31 Fixed : Eye position for specular lighting
2015-07-31 ClientPlayer : Observe psprite and current weapon changes
2015-07-22 Fixed : Models drawn facing 90 degrees the wrong way
2015-07-22 Fixed : Models drawn facing 90 degrees the wrong way
2015-07-21 GL2 : Moved rendering to ModelRenderer; model mirroring
2015-07-20 Added | Definitions : Added "autoscale" to model metadata
2015-07-20 Added | Definitions : Added "autoscale" to model metadata
2015-07-06 : Automatic vertical aspect correction for GL2 models
August 2014
2014-08-27 Cleanup : Renamed "emission" map to "emissive" map
2014-08-16 GL : Shader defines texture mapping for itself
2014-08-14 GL : Trying out the emission and specular maps
2014-08-13 GL : Ambient light in the model shader
2014-08-13 GL : Diffuse and specular light in model shader
2014-08-12 GL : Eye direction in the model shader
2014-08-11 : Working on normal mapping
2014-08-10 : Give light vectors to the model shader
2014-08-09 : Model's coordinate system, generic model shader
2014-08-09 Client : Set up an atlas for model textures
2014-08-05 Client : Per-tick mobj animation
2014-08-04 Client | Refactor : Separate class for MobjAnimator
2014-08-04 Client | Refactor : Use ScriptedInfo to list sequence definitions
2014-08-03 Refactor : Revised definition syntax for state triggers
2014-08-03 Client : Set up state-based animations for loaded models
February 2012
2012-02-09 : Ensure texture specs used during precache are those used for render
2012-02-08 Fixed : Dynamically enlarge vertex buffers to accommodate model vertices
January 2012
2012-01-19 Fixed : Mismanagement of GL_TEXTURE_2D state