Commit Graph

20 Commits (81a95d6caddb3904de6ffc463a4afa51619a6576)

Author SHA1 Message Date
Jeremy Hu 9f625f07ae Fix crash on MesaGL 2020-01-14 21:38:57 +09:30
Jeremy Hu 1d3c4142d4 Support transparent texture
Add alpha channel support for color texture. The transparency is supported in render preview, export texture preview and glTF exporter.
2019-11-02 12:13:23 +09:30
Jeremy Hu 13db7ee97b Add check UV 2019-08-10 07:57:26 +09:30
Jeremy Hu eb91a8a16c Prepare for cut face offset modifier 2019-07-07 15:57:58 +09:30
Jeremy Hu 820aa90406 Rename Vertex to ShaderVertex
Fix crash on hiding nodes after removing node
2019-07-04 19:06:50 +09:30
Jeremy Hu 4922c669ba Add wireframe toggle back 2019-02-21 21:49:26 +09:30
Jeremy Hu 8053d3c3fb Improve the quality of mesh parts bridging
First, split parts by combine mode, then sub group by color name, those parts which following in the same sub group will be bridged together.
2019-02-21 08:27:15 +09:30
Jeremy Hu 7eb5a325a0 Add MetalicRoughness material manager
Besides adding the PBR material manager, this commit hide some unnecessary features such as toggle wireframes and toggle normal smooth.
Add a regenerate button to indicate mesh is generating by showing a spiner, user can click this button to regenerate if the final result is not good.
Please note that, we generate the texture map by default compared to before we only generate texture map when user export glTF result. Current uvunwrap library cann't handle bad mesh very well, so it will crash on the wires model.
2018-10-09 10:19:12 +08:00
Jeremy Hu f7b5fb1c6a Add PBR support
Now can configure metalness and roughness for parts, however, the PBR render isn't enabled in the code currently.
2018-10-04 20:51:01 +08:00
Jeremy Hu d3e28e88f2 Fix mesh render update blocking main UI 2018-09-18 15:20:51 +08:00
Jeremy Hu 87b0f70460 Add mtl export with obj 2018-09-05 11:14:36 +08:00
Jeremy Hu 6268852e59 Fix copy/paste selection state.
In the previous version, the nodes get selected and copied, without lost selection after new nodes pasted.
This commit fix this problem. Now, the old nodes lose selection while new pasted nodes gettting selected.
This feature will make the following use case much easier:

Extrude:
Select some nodes, copy, paste then scale.
2018-05-12 18:07:46 +08:00
Jeremy Hu 078543b80e Add ambient occlusion baker.
- Add @ands 's lightmapper to generate ambient occlusion image.
- Refactor parts list UI.
- Add interpolated normal to .gltf export result.
- Remove bones preview and texture preview window(Integrated to export preview UI).
- Add export preview UI.
2018-05-10 17:16:22 +08:00
huxingyi d7fb742d7b Fix build 2018-05-07 10:16:58 -07:00
Jeremy Hu 331051879d Add parts color configure and round-able configure.
- Add End-Round Type Toggle to Parts List Panel (Thanks @Alistair401 for proposing this feature).
- Add Parts Color Picker to Parts List Panel.
- Add Parts List Panel Context Menu to facilitate multiple parts visible toggle.
- Add Material Export to Export Menu.
- Prepare the source code for the auto skeleton exporter and uv unwrapper.
2018-04-26 10:23:22 +08:00
Jeremy Hu a441c73f55 Add rendered model wireframe toggle action inside view mesh 2018-04-15 20:48:54 +08:00
huxingyi 534c472b53 Fix build error on vc2017 2018-04-12 01:34:00 -07:00
Jeremy Hu e1e4953dec Seperate model render view control and edit view control 2018-04-11 23:06:30 +08:00
Jeremy Hu 65b14200a5 Make part list more tidy 2018-04-07 19:51:33 +08:00
Jeremy Hu b99e0db0b2 Seperate the shader program and mesh binder to seperated source files 2018-04-02 14:05:06 +08:00