Embrace Conan, use it to grab boost::filesystem. (#180)
Pär Winzell
2019-04-19 23:54:11 -0700
10f4ac856fAllow arbitrary number of skinning weights. Controlled through command line parameter. Defaults to 4.
hhalen
2019-04-19 15:59:07 -0700
c4395b9b92Change gltf structures representing weights and jointIds to single data structure to make code cleaner and simplify further generalization. Added array versions of AttributeDefinition and AddAttributeToPrimitive to facilitate this.
hhalen
2019-04-18 16:20:36 -0700
dcf14d1039Resolve various minor merge conflicts.
Par Winzell
2019-04-18 14:11:48 -0700
4bb4bdbac1animation framerate option
Simon
2019-04-12 15:08:23 +0100
467e7b2171Adding missing attributes to RawVertex operator==.
hhalen
2019-04-17 19:19:50 -0700
e05b9daa63Actually add in the Conan bits.
Pär Winzell
2019-04-14 15:23:02 -0700
9dce3ca8dcBow out of C++17 for now; switch to Boost.
Pär Winzell
2019-04-14 11:06:20 -0700
09fa8f9886fix indentation broken by visual studio for no reason
Simon
2019-04-13 15:43:10 +0100
47001c9ce3import multiple animation files
Simon
2019-04-13 15:30:55 +0100
ed7ee448c3animation framerate option
Simon
2019-04-12 15:08:23 +0100
a7b9f80e32Add support for 8 bone influences per vertex. This generalizes FbxSkinningAccess to be agnostic to vertex types and support any number of bone influences. RawModel and Raw2Gltf still operates on (multiple) Vec4f Vec4i types for per vertex weights and bone ids. A good second step would be to generalize RawModel as well, though AddAttributeToPrimitive, GetAttributeArray and the attribute pointer in AttributeDefinition complicates this.
hhalen
2019-04-10 13:11:24 -0700
13f463d336Fix skinning weight normalization. Previous code would call Normalized() on a Vec4f containing the weights. This normalizes the vector, i.e. makes the length of the vector equal to 1.0. For skinning weights what we want is the sum of the weights to be 1.0, which is a different. This commit fixes that.
hhalen
2019-04-08 18:48:16 -0700
53bb3472eaFix skinning weight normalization. Previous code would call Normalized() on a Vec4f containing the weights. This normalizes the vector, i.e. makes the length of the vector equal to 1.0. For skinning weights what we want is the sum of the weights to be 1.0, which is a different. This commit fixes that.
hhalen
2019-04-08 18:48:16 -0700
d040ccec32Some README improvements.
Par Winzell
2019-04-07 22:12:31 -0700
d6043151dfMostly rewrite texture lookup code.
Par Winzell
2019-04-07 21:58:48 -0700
02e5eb684dFurther filesystem fixes.
Par Winzell
2019-04-07 18:32:39 -0700
e53b2fffb1Stop testing if conversion failed.
Par Winzell
2019-04-07 18:33:14 -0700
9c76e5ade1Stop testing if conversion failed.
Par Winzell
2019-04-07 18:33:14 -0700
387f5df782Whitespace tweak.
Par Winzell
2019-04-07 17:23:32 -0700
e5078a50b7Revert over-eager RawModel refactor urge.
Par Winzell
2019-04-07 17:23:22 -0700
3144310ce3Fix build on Linux.
Par Winzell
2019-04-07 17:22:41 -0700
95063ba9f1Move to C++17 and std::filesystem.
Par Winzell
2019-04-01 17:05:16 -0700
769454e964This all needs rewriting, but at least let's make it not crash on Windows.
Pär Winzell
2019-04-07 15:18:13 -0700
11398f6acbThis is an expected case and shouldn't be logged.
Par Winzell
2019-04-03 11:57:20 -0700