Cameron Murphy Reikes
34329bf8ef
No waviness, export directly to assets to decrease codegen time
12 months ago
Cameron Murphy Reikes
6790de0979
More 10x editor config and it replaced my skull emoji (no utf8)
12 months ago
Cameron Murphy Reikes
ba450a4e73
Add blackhawk helicopter, more trailer anims+jank. Several fixes
12 months ago
Cameron Murphy Reikes
9be9da95c9
Fix ctags in main file
1 year ago
Cameron Murphy Reikes
5ad3b59da4
Tune mipmaps and alpha clip threshold
1 year ago
Cameron Murphy Reikes
8369c62f26
Fix all non relative image paths in blender, ensure doesn't happen again in export script
1 year ago
Cameron Murphy Reikes
5aec003b40
Dialog bubble fades, more art panick update
1 year ago
Cameron Murphy Reikes
1dd9e18e32
ACES color correction
1 year ago
Cameron Murphy Reikes
866cfffb56
Draw the entire 3d world onto a separate pass to prepare for color
...
correction
1 year ago
Cameron Murphy Reikes
00c3ff09f1
Massive art import of forest scene, pallete shifted farmer
1 year ago
Cameron Murphy Reikes
12191a426f
More fixes/jank for trailer, flycam no longer also moves player
1 year ago
Cameron Murphy Reikes
265166c4d4
Massive art import, fix scale coord transform bug. Remove zig from build
1 year ago
Cameron Murphy Reikes
b668125d25
Dialog bubbles, keep 3d anims out of phase
1 year ago
Cameron Murphy Reikes
7bf8ea5481
Stop running anim when not moving
1 year ago
Cameron Murphy Reikes
02d3d30938
Merge pull request #3 from andrewjhaman/main
...
Fit Shadows to Frustum
1 year ago
Cameron Murphy Reikes
f1f365236c
Only outline when talking to the character
1 year ago
andrewjhaman
85926061d5
Fit Shadows to Frustum
1 year ago
andrewjhaman
536cd3b81f
Merge branch 'main' of https://github.com/andrewjhaman/rpgpt
1 year ago
Cameron Murphy Reikes
cfac7d9589
Ensure no images are referenced outside of blend file
1 year ago
Cameron Murphy Reikes
cd8c88b66b
Add 3d outline rendering, combine 3d and 2d shaders
1 year ago
Cameron Murphy Reikes
a91de6dee1
Detect and error on images not in project in blender export script
1 year ago
andrewjhaman
a472e52f27
Merge branch 'main' of https://github.com/andrewjhaman/rpgpt
1 year ago
andrewjhaman
c3fa7dfca3
Merge remote-tracking branch 'upstream/main'
1 year ago
Cameron Murphy Reikes
8c192fc5d1
Farmer does an odd dance, fix scaling of things, delete more old code
1 year ago
Cameron Murphy Reikes
7316b9e974
Delete all previous characters and fighting state
1 year ago
Cameron Murphy Reikes
6d3594c6ad
Get shadows for armatures working, testing shadow pillar
1 year ago
Cameron Murphy Reikes
782e263e54
Add credits for posterity
1 year ago
Cameron Murphy Reikes
46ba94bc2b
Move shadow mapper shaders into threedee.glsl
1 year ago
Cameron Murphy Reikes
5f49f53376
Run decimate on player mesh, queueing draw calls allows better code
...
reuse
1 year ago
Cameron Murphy Reikes
2e116c0eae
Broken shadows, move all shaders to one file, reuse fragment shader in armature and mesh programs
1 year ago
Cameron Murphy Reikes
3973d3812e
Check in sokol shader compiler
1 year ago
Cameron Murphy Reikes
9e2955d03b
Fix backslash in gitignore that allows sokol shdc
1 year ago
Cameron Murphy Reikes
c736ebd013
Armatures can have custom images, support non-alpha images in load image
1 year ago
Cameron Murphy Reikes
c9b6ce0c3e
Meshes refer to exported images, image caching system (only load path
...
once)
1 year ago
Cameron Murphy Reikes
f41680a597
Longer blend time
1 year ago
andrewjhaman
9fba3ec151
Fix collisions. Switch to No-Culling Shadow Maps. Introduce Better Shadow Bias Calculation. Calculate Normals in the Shader.
1 year ago
Cameron Murphy Reikes
563a2a69b0
Animation blending, fix facing direction of model
1 year ago
andrewjhaman
3540468ef6
Fix collisions. Switch to No-Culling Shadow Maps. Introduce Better Shadow Bias Calculation. Calculate Normals in the Shader.
1 year ago
Cameron Murphy Reikes
fcd7b99f43
Merge pull request #2 from andrewjhaman/main
...
Implement Bilinearly-Blended PCF Shadow Mapping for non-armature Meshes
1 year ago
andrewjhaman
fab5c86841
Fix Shadow Texture Border Sampling on Web
...
Fix Shadow Texture Border Sampling on Web, by doing a manual check of the uvs in the shader. This probably slows down other versions, but it is not feasible to have two versions of the shader just for this reason.
1 year ago
andrewjhaman
f58d50f7ab
Merge remote-tracking branch 'upstream/main'
1 year ago
andrewjhaman
3a4dd69ffb
Remove Spurious Debug Include
1 year ago
andrewjhaman
2528423546
Bilinearly Sample Shadows Manually
1 year ago
Cameron Murphy Reikes
b84f824f0e
Export and import multiple animations, idle animation
1 year ago
Cameron Murphy Reikes
e7ac3ee43c
Walking animation working on desktop and web
...
- Skeleton texture is clamp to edge because it's an NPOT on webgl 1
1 year ago
Cameron Murphy Reikes
4137372292
Increase precision and max value of bone matrix floats
...
- I just made up a technique that is probably 30% efficient, this is
something to revisit in the future
1 year ago
andrewjhaman
60679ceb2a
Fit the shadow 'frustum' to the scene
...
Fit the shadow volume frustum to the scene geometry to maximize texel usage.
1 year ago
andrewjhaman
19c369fa1e
Basic Shadow Mapping of Non-Armature Meshes
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Basic PCF-Sampled Shadow Mapping of Non-Armature Meshes, with a rotating sun at a fixed position
1 year ago
Cameron Murphy Reikes
f8fcd426a1
Encoding and decoding of float into normalied float vec4
1 year ago
Cameron Murphy Reikes
1df63e6f74
Export only animations relevant to the current model
1 year ago