| Age | Commit message (Collapse) | Author | 
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|  | - Tune up LLJointRiggingInfoTab
- Visualize joint bounding boxes when visualizing joints
- Use LLJointRiggingInfo to caclulate desired resolution of a texture
- Throttle calls to calcPixelArea
- Fetch MeshSkinInfo immediately when header is received | 
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|  | project/gltf_development | 
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|  | "possible loss of precision" warnings | 
|  | * Migrate GLTF scene rendering to its own shaders
* Add support for ambient occlusion map separate from metallic roughness map (or absent)
* Use UBO's for GLTF joints
* Better error handling of downloading GLTF assets | 
|  | LF, and trim trailing whitespaces as needed | 
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|  | Ifdef'd code for potential skinning speed up to avoid lots of int<->float conversions (expensive and static for min space investment)
as updating rigged VBs shows up as a profiling bottleneck for Low rendering (where we actually use CPU skinning). | 
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|  | are enabled. | 
|  | get rebuilt after invalid joints are scrubbed. | 
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|  | for rigged meshes in animated objects | 
|  | DebugAnimatedObjects output | 
|  | constrain encroachment by animated objects | 
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|  | If the only use of a variable is within llassert(), have to make the
declaration conditional on SHOW_ASSERT rather than guesswork about release
builds. | 
|  | skin weights | 
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|  | support a feature we no longer have. This also incidentally fixes any bugs caused by the joint remapping code. | 
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|  | names defined | 
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|  | asserts to verify. | 
|  | some content. | 
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|  | a bug somewhere upstream. |