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10 commits

Author SHA1 Message Date
f95fd2efc2 Add a dedicated skinned shader
This is to prevent trying to use bone transforms on terrain.
2024-02-02 14:37:58 -05:00
693a47cf4e Fix tangent reading/writing
Updates to latest physis changes, and fixing tangent reading/writing.
2023-12-17 19:00:43 -05:00
c7b6dd076c Add glTF import support, multiple fixes for upstream physis changes
Adds basic glTF import (although right now it only imports back
positions) and fixes support for more of the vertex data that's
available to us. The MDL file isn't written back out yet either, it only
displays in the viewport.
2023-12-09 14:49:31 -05:00
749ad49c3a Ensure compliance with REUSE, add to CI 2023-08-06 08:50:33 -04:00
792da6da6a Expand Renderer's capabilities for materials and skeletons
The renderer can now store diffuse, normal, specular, and multi
textures. Skin textures now color with a hardcoded skin tone (to be
changed) and bone info buffers are now per-model instead of set globally

Level of detail above 0 is now loaded properly, although break for
other reasons.
2023-04-09 15:26:27 -04:00
ab0d0a7d1e Add material and texture support to mdlviewer, renderer 2022-08-11 17:53:56 -04:00
9688c091af Add bone editing to mdlviewer
This is big, as it shows we are now correctly parsing the havok XML
sidecard data and you can edit the scale of the bones in the viewport.

This also pulls in a new libxiv version, which is required to fill out
the used bones list on a Model. Right now the bone editing is incredibly
basic, and the viewport suffers from a lack of depth testing still.
2022-04-28 17:50:05 -04:00
0b01715824 Use mdl normals to display some lighting 2022-04-12 09:11:31 -04:00
eb13fbbb64 Properly set camera so model is visible
There's still a long way to go, but now it finally works :-)
2022-04-12 02:06:16 -04:00
338c485018 Load vertex data and load shaders from disk 2022-04-12 00:54:11 -04:00