Bill Currie
8ada7c02a3
Remove the vertex scaling.
...
It was there only because mrfixit is rather small (8qu?) and it made
finding him easier :). Anyway, any scaling should be done in the engine.
2012-05-16 08:13:59 +09:00
Bill Currie
a032aa5adf
Get the lights working (as such).
...
They work nicely now when the normal map and texture are bypassed (don't
know what texture is getting used currently).
2012-05-15 21:08:47 +09:00
Bill Currie
a938c7fb14
Almost fix the animations.
...
There's still a problem with his finger tips and feet, but the rest of his
limbs seem to be working well. Much thanks to Spike for encouraging me to
do a dump of the matices that are actually sent to the card.
It turns out that animated joints remain relative right up to the last
moment.
2012-05-15 21:08:46 +09:00
Bill Currie
7cda91a879
Temporarily disable dual quaternions.
...
The animation data isn't getting loaded or used properly (not sure yet).
This helps ensure it's not something I've done wrong with dual quats.
2012-05-15 21:08:46 +09:00
Bill Currie
4b38048a5c
Create functions for rotation and translation.
2012-05-15 21:08:46 +09:00
Bill Currie
5b4fdd2a93
Use the correct position for light calcs.
...
I should have remembered that gl_FragCoord wasn't right.
2012-05-15 21:08:46 +09:00
Bill Currie
8387d987e2
Change position to vposition.
2012-05-15 21:08:46 +09:00
Bill Currie
9c69404163
Attempt to render iqm models.
...
Things are a right mess (segfaults, invalid accesses on load, etc), but
hey, it's a start :)
2012-05-15 21:08:45 +09:00
Bill Currie
0becd35b65
Begin work on rendering iqm models.
...
No chance of working yet, but the shaders compile :)
2012-05-15 21:08:45 +09:00
Bill Currie
15d35fbdc9
Add mvp_mat and some comments.
2012-05-15 21:08:45 +09:00
Bill Currie
59c5bf2f9e
Code up an initial version of the iqm vertex shader.
...
Probably more bugs than an old kitchen cupboard :P
2012-05-15 21:08:45 +09:00