- Jul 24, 2019
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Mårten Nordheim authored
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Mårten Nordheim authored
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Mårten Nordheim authored
Adds a CameraDirty entry to QDemonRenderNode::Flag. It already has Orthographic, so if it should move then they can move together. Camera now stores the previous viewport and design dimensions it calculated projection with so we can avoid the calculation completely if nothing changed.
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Mårten Nordheim authored
After having initially enabled it.
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Mårten Nordheim authored
Also some drive-by changes: - Remove always-true nullptr check - Only go through the loadRenderImage-branch if we were dirty
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- Jul 23, 2019
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Mårten Nordheim authored
Just a small utility to save lines when doing conditional assignment and work based on equality. Used in follow-up patches.
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- Jul 22, 2019
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Andy Nichols authored
Includes new sourceItem property on Texture
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- Jul 18, 2019
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Mårten Nordheim authored
Drive-by change
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- Jul 12, 2019
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Johan Helsing authored
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Johan Helsing authored
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- Jul 10, 2019
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Andy Nichols authored
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Andy Nichols authored
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Andy Nichols authored
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Andy Nichols authored
The C++ parts don't work for some reason, so right now its just QML parts.
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Andy Nichols authored
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Andy Nichols authored
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Andy Nichols authored
It's obsolete anyway. From an early attempt at file import.
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Andy Nichols authored
import QtDemon -> import QtQuick3D import QtDemonMaterialLibrary -> QtQuick3D.MaterialLibrary import QtDemonHelpers -> QtQuick3D.Helpers DemonCamera -> Camera DemonCustomMaterial -> CustomMaterial DemonDefaultMaterial -> DefaultMaterial DemonEffect -> Effect DemonImage -> Texture DemonLight -> Light DemonModel -> Model DemonNode -> Node DemonView3D -> View3D DemonSceneEnvironment -> SceneEnvironment Examples and Converters are ported to generate new QML API Code. Designer additions also changed.
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Mårten Nordheim authored
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- Jul 09, 2019
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Andy Nichols authored
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Andy Nichols authored
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Andy Nichols authored
Enable running of autotests in master See merge request annichol/qtdemonrender!2
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Andy Nichols authored
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Andy Nichols authored
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- Jul 08, 2019
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Andy Nichols authored
Unless you explicitly state so in the DemonImage format.
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Andy Nichols authored
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- Jul 05, 2019
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Richard Gustavsen authored
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Richard Gustavsen authored
Don't return [-1, -1, -1] when a position cannot be mapped to/from the visible viewport. Even if the position falls outside the viewport, they are still correct, and can be used in calculations elsewhere.
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Christian Strømme authored
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Christian Strømme authored
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Christian Strømme authored
Only when the caller needs to hold onto a type for an extended period of time should a copy be made. Note: Due to an over-optimistic approach in the beginning there are some changes here that don't give us anything, but they are left as-is as it's too much effort to revert all. The initial approach was to fragile, so I opted for a more careful approach to avoid having hard to find issues in the future. There are also places where we could be a lot smarter, e.g., if we access a ref'd member of a class often without holding onto it, consider exposing it as a public member or add an operator to access it without causing unnecessary ref counting.
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Christian Strømme authored
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Christian Strømme authored
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Christian Strømme authored
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- Jul 04, 2019
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Richard Gustavsen authored
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Richard Gustavsen authored
It turns out that the first version didn't work with orthographic projections. Rather than calculating the direction from the camera to a position in the frustum, we instead pick two points in the frustum and calculate the direction between those two instead.
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Andy Nichols authored
We need special handling for scoped lights because the items they reference for scope may not have been processed before the light. So light notes have to have two passes.
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Richard Gustavsen authored
We need to use m_cameraNode->position rather than position(), since it matches the transformation in globalTransform. If we don't, the distance from the camera to worldPos will end up wrong if the functions are called after a call to setPosition, but before globalTransform is updated (updateSpatialNode()).
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Richard Gustavsen authored
...so that you can increase/decrease speed in all directions without the need to tweak each one individually
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