b4a2b1d728
Alpha blending!
2024-03-14 19:20:26 +04:00
f1123a1e15
BLOOM!
2024-03-05 19:29:27 +04:00
7b15f55173
Support odd sized textures, fix segfault in AssetManager
2024-02-28 16:43:44 +04:00
35ff95e694
Make it easier to define materials in code
2024-02-28 00:34:40 +04:00
d33d6b2454
Load gltf with embedded albedo, metallic and roughness maps
2024-02-27 00:01:58 +04:00
5f426c61de
First scene loaded, discovered an issue with ubo's, weird stuff in fullscreen
2024-02-24 23:57:31 +04:00
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
6e75910bef
Add tangents
2024-02-19 04:12:19 +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
...
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
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