* small BillBoard optimizations
-Quick return in visit if it is not visible and has no children.
-Comment out getNodeToWorldTransform because it is death code (doesn't do anything)
* remove unused rotationQuaternion
* Fix various compilation issues.
Mostly errors on field initialization order but also missing files
in CMakeLists and missing include directives.
* Fix compilations issues with GCC 6.2
* Fix gitignore libs/ entry to not ignore the Android external libraries.
* Fix conversion warning
from unsigned int to float
* Fix type conversion warning
* Fix type conversion warning
* change the return type of getOutlineSize to float
* fix typo
* Added -Wno-unused-parameter and removed all uses of the CC_UNUSED_PARAM macro
* Commented unused parameter names in .cpp files which previously used CC_UNUSED_PARAM
* Reverted -Wno-unused-param flag.
Moved deprecated touch methods definitions to .cpp file.
Commented more unused parameter names.
* Fixed some errors and warnings caused by the previous commit.
* Commented remaining unused parameter names in .cpp files.
* Fixed unused parameter warnings in headers.
* Fixed some more unused parameter warnings.
* Fixed some more unused parameters warnings.
* Fixed mistake in previous commit, missing ComAudioReader:: in method. Other warnings.
* Fixed build errors.
* Added missing file to CMakeLists
In the case of a simple MTL file such as
newmtl cube
Ns 10.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 0.0000 0.0000 0.0000
Kd 0.5880 0.5880 0.5880
Ks 0.0000 0.0000 0.0000
Ke 0.0000 0.0000 0.0000
map_Ka cube.png
map_Kd cube.png
The entire istringstream would be consumed by LoadMTL and result in a 'not found' error due to the null check being in the wrong place
* Use range-based for-loops and allocate std::vector size(), end(), cend(), rend(), crend() on the stack where favorable.
Other minor trivial changes were applied.
* Fixed Android compilation error
* Fixed windows-universal compilation error
* Remove undrawn quads from the skybox mesh
CCSkybox had been implemented using a combination of two
inconsistent techniques. The rendering was being achieved via use of
the vertex shader's inherent support for cubemaps. That technique requires
only a single screen-covering quad, but the implemtation defined a cube.
Defining a cube mesh would be appropriate if one were simply mapping the
cubemap's 6 textures to faces, but is unnecessary if using the shader's
cubemap feature.
Not only was the use of a cube mesh unnecessary, but the particular way
the cube was defined and used meant that only one face would ever
contribute to the rendering. One of the other faces would always be culled
and the other four would be viewed edge on, mapping the the infinitesimally
thin lines defining the edges of the screen.
This commit simply removes the never-rendered faces, and adds comments
explaining the technique.
* Within test code, remove setScale calls applied to skyboxes.
A Skybox is defined in such a way that it's position, rotation and
scaling has no effect on it's rendering, so setScale has no effect.
The calls are removed from test code to avoid confusing anyone using
it as a template for their own programs.
* Make the Skybox correctly account for the camera's fov
The Skybox does not use the model/view and projection matricies. Instead
a single quad that maps exactly to the screen is rendered and the camera's
world matrix is passed into a shader that renders using cubemap lookups.
The way that works hardwires the fov to 90deg in both the horizontal and
vertical. That shows up particularly badly when the camera is pointed
directly downwards and rotated: the image deforms as it rotates.
This commit corrects the problem by using scaling factors from the
camera's projection matrix to prescale the matrix passed into the shader.