672bce7fe6
Revamp asset build process, split asset manifest generation into own step
...
This is a framework for outputting arbitrary number of cooked assets from a single
source asset. For example multiple meshes, textures, animations, etc. from a single gltf file.
2024-02-22 23:50:54 +04:00
1c5b0357a8
Fix mipmap gen for normal maps
2024-02-19 08:18:12 +04:00
8f40efc6a2
Working normal maps!
2024-02-19 08:05:00 +04:00
6e75910bef
Add tangents
2024-02-19 04:12:19 +04:00
e764879f17
Fix incorrect double srgb conversion (stb already handles srgb->linear conversion)
2024-02-19 00:48:30 +04:00
d3370cc559
Custom mipmap gen, output linear textures from assetc
2024-02-19 00:38:04 +04:00
03c1d181e1
Fix texture compression bug, remove basisu
2024-02-16 04:07:38 +04:00
4b4ff4e176
Cleanup, start replacing basisu with ispc texture compressor
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ISPC texcomp is so, so much faster and supports bc6 (hdr) as well as bc5 and others down to bc1.
2024-02-16 03:30:02 +04:00
c20834dbce
Refactor renderer into separate file
2024-02-15 21:44:58 +04:00
9c441c067a
Fancy bunny texture, use color if texture is not bound
2024-02-15 16:56:50 +04:00
406c40280c
Working mipmaps
2024-02-15 16:38:16 +04:00
d3f0664da6
Almost working compressed textures
2024-02-15 04:23:18 +04:00
ad3210a08f
Add basisu texture compressor to assetc, improve build process for asset manifest, should cache faster now
2024-02-13 03:19:10 +04:00
d21d128633
Got uvs
2024-02-12 19:39:14 +04:00
9277c010c8
Unified shaders, now vertex and fragment live in the same file
2024-02-12 17:58:50 +04:00
a837984d55
Rewrite how all assets are loaded to make it easier to use
2024-02-09 01:34:33 +04:00
0a1d17cf9c
Mesh loading and rendering
2024-02-07 02:28:43 +04:00