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Lighting, fixed sky box, tracker, automated tests #38
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Superficial is the best kind of decoupling.
Running Avara without the ui seems like a major achievement
I look forward to fixing hector walking again tomorrow.
Superficial is the best kind of decoupling.
Running Avara without the ui seems like a major achievement
Fixes after merging with testing arc handling w/svgparser mostly working, added rect line thickness awareness Split out a separate application (somewhat poorly) for level previewing. Started on basic camera controls. Currently loads level every frame--need to implement file watcher. Added CSS color declaration parser for futureproofing vs just parsing hex web colors. started setting up loading svgs dynamically add pict2svg to makefile fixed self-intersecting faces, should also be double-sided faces a first attempt at proper lighting Fix syntax error in shader refactor geometry shader to be a little more readable and remove AvaraGL stuff from CViewParameters attempt to limit output to 16 bit color remove unnecessary include in svg parser normals are being rotated but who knows if they are right fix a few things in pict2svg.py commiting WIP rendering system update as laptop battery dies -- moved transformation steps into vertex shader and passing in several matrices, doesn't work yet closer but the Y axis of the final image seems to be reversed moved projection matrix out of vertex shader and figured out x/z flipping. now there is a new bug with vertex data and lots of opengl 502 errors successfully refactored to only upload vertex data a few times (at instantiation and then for every vertex change like scaling) instead of every frame trying to fix rendering bugs Bug caused by incorrect shader program being selected during uniform transfer was fixed, now working with new shader based on transforms and double sided geometry. shading still has some issues and it has introduced more z-fighting for objects close to the camera remove extra includes from AvaraGL fix windows travis build Remove execinfo.h -- no longer needed refactor projection matrix to be modified at runtime for different window sizes--default fov 45 sky orientation fixed with skybox geometry but it has seams at the corners fixed sky shader Take us back to single sided shapes with FACE_CULL off. We will attempt to reverse normals on the fly in the shader. Trying to figure out a baseline for normal transform--the current normal transform is not working correctly, but shape normals seem to be mostly accurate Much brighter--normal transform applied, using gl_FrontFacing in fragment shader to shade bottom of single side geometry correctly Add 'decal' support to the shader--lifts flat geometry in the z-buffer slightly to counteract z-fighting clearer z-value scaling for decals reverse entire normal, not just y value, if not front face lighting looks much closer to original but not sure of the lights actual direction matching Another pass on working lighting--internally consistent but doesn't match original Add dan's patch to fix the lighting! clean up branch for merge, move cartesian conversion of light vectors out of fragment shader clean up matrix conversion from fixed to float
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This is big and pretty nasty but I'm done caring whether or not the commits look nice