mafiesto4
bc36168318
Optimize Animated Model rendering with hardware instancing
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All models are using the same global buffer for skinned bones which allows to share shader binding for instancing.
Refactor draw call for batching skinned mesh draws.
Remove `SkinnedMeshDrawData` and merge it into `AnimatedModel` internals.
2026-06-15 17:59:41 +02:00
mafiesto4
e450658834
Remove deprecated mono runtime backend
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Old `mono` backend was not maintained for since 1.7 (July 2023)
`dotnet` backend still can run `mono` on AOT platforms but with the latest .NET features.
2026-06-03 16:35:06 +02:00
mafiesto4
d2ee61ef8d
Fix GetNodesPose issue when 2 threads call it at once
2026-02-09 18:06:57 +01:00
mafiesto4
3d66316716
Optimize animations retargeting between skeletons
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Cuts down `RetargetSkeletonPose` time down by over 80%.
#3827
2026-02-09 15:03:42 +01:00
mafiesto4
361fc3ecfb
Add stencil buffer usage with object layer information
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#3080 #967
2025-10-07 18:07:23 +02:00
mafiesto4
99841e2e8d
Fix crash when using invalid node index in skinned mesh
2025-06-08 00:58:31 +02:00
mafiesto4
9c3fd052cd
Remove copyright year from source files and update to 2025
2025-04-07 19:22:21 +02:00
mafiesto4
9fd98c8e12
Optimize blend weights to use 8-bit per bone (instead of 16-bit)
2025-01-21 11:40:01 +01:00
mafiesto4
db4d7d2a05
**Refactor meshes format to support custom vertex layouts and new flexible api to access mesh data**
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#3044 #2667
2025-01-06 22:47:19 +01:00
mafiesto4
348f17479d
Fix name of BlendWeight to BlendWeights for vertex input to match BlendIndices
2025-01-03 01:07:33 +01:00
mafiesto4
1bf29c042b
Refactor models and meshes to share more code in a base class
2024-12-19 00:20:08 +01:00
mafiesto4
59b4755379
Move mesh code to shared base class and reordanize files
2024-12-16 20:07:42 +01:00
mafiesto4
b3f37ca041
Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader
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#3044 #2667
2024-12-15 22:10:45 +01:00
mafiesto4
516ed3e9a0
Cleanup some rendering code
2024-06-28 21:21:17 +02:00
mafiesto4
2edb9cc4d8
Fix compilation warnings when using 64-bit coords
2024-05-08 23:24:23 +02:00
mafiesto4
96f628429c
Improve const correctness in Mesh and SkinnedMesh api
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#2467i
2024-04-22 18:56:54 +02:00
mafiesto4
859c420d76
Update year in copyright note
2024-02-26 19:00:48 +01:00
mafiesto4
d08843900e
Add AnimationRootMotionFlags to configure root motion component extraction
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Add `RootMotionMode` to support extracting root motion from animated skeleton pose center of mass
#1429 #2152
2024-02-09 15:37:29 +01:00
mafiesto4
98d5769558
Fix performance bug in Development/Release builds due to incorrect draw calls batching (uninitialized memory)
2023-09-28 10:59:09 +02:00
mafiesto4
9f97787099
Merge remote-tracking branch 'origin/master' into 1.7
2023-09-20 16:02:48 +02:00
mafiesto4
8cd8ae93c3
Add ObjectRadius to DrawCall to properly cull local lights and env probes in Forward Shading
2023-09-20 15:01:02 +02:00
mafiesto4
f0496d53e8
Add RenderTools::CalculateTangentFrame utility
2023-07-16 11:57:21 +02:00
mafiesto4
99ee0b1bfe
Add MeshDeformation utility for generic meshes vertices morphing (eg. via Blend Shapes or Cloth)
2023-07-03 09:49:23 +02:00
mafiesto4
05ffaf7cef
Add **skeleton retargeting** to play animations on different skeletons
2023-05-04 11:54:17 +02:00
mafiesto4
510fc443e8
Refactor CoreCLR runtime into explicit dotnet api instead of mocking mono api
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Required by platforms that will use mono under the hood for .Net 7
New `USE_CSHARP` define for C# ability
Engine doesn't use `mono_*` apis directly but via MCore/MClass/MMethod/ apis
2023-03-27 17:29:42 +02:00
mafiesto4
eed2cdfe04
Progress on dotnet7 runtime hosting with mono
2023-03-22 17:59:46 +01:00
mafiesto4
123b7f5433
Fix Mesh data downloading to support not yet streamed vertex/index data gather
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#932
2023-02-16 13:47:43 +01:00
mafiesto4
a214c14a4d
Add Sort Order to animated models too
2023-01-28 17:03:18 +01:00
mafiesto4
f127bbebe1
Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags
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Fixes #832
Closes #886
2023-01-15 12:44:39 +01:00
mafiesto4
a7e428a21c
Merge branch 'master' into 1.5
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# Conflicts:
# Content/Shaders/GI/DDGI.flax
# Content/Shaders/GI/GlobalSurfaceAtlas.flax
# Content/Shaders/TAA.flax
# Content/Shaders/VolumetricFog.flax
# Source/Editor/CustomEditors/Editors/ActorTagEditor.cs
# Source/Engine/Core/Config/GraphicsSettings.cpp
# Source/Engine/Engine/PostProcessEffect.cs
# Source/Engine/Graphics/GPUResourcesCollection.cpp
# Source/Engine/Graphics/GPUResourcesCollection.h
# Source/Engine/Graphics/PostProcessBase.h
# Source/FlaxEngine.Gen.cs
2023-01-10 15:37:55 +01:00
mafiesto4
9626e9bbb6
Update copyright year
2023-01-10 15:29:37 +01:00
mafiesto4
3fcbcacd43
Fix empty draw call submitting
2022-12-15 17:33:14 +01:00
mafiesto4
7f0c73606c
Improve naming various GPU resources
2022-12-09 11:27:41 +01:00
mafiesto4
98c29c4a4e
Optimize compilation time
2022-12-03 10:42:58 +01:00
mafiesto4
3b4d91924f
Add draw call sorting keys generation during draw calls collection (async)
2022-11-16 09:20:56 +01:00
mafiesto4
183636289a
Optimize shadow projections rendering contexts to collect draw call indices only (draw calls from main render list)
2022-11-06 20:44:42 +01:00
mafiesto4
eb52d333ae
Refactor scene rendering to use batched culling for main view and shadow projections
2022-10-28 17:53:21 +02:00
mafiesto4
ff34c7cc9b
Refactor raw data ReadSttream and WriteStream to have easier to use API with more features
2022-10-12 11:22:20 +02:00
mafiesto4
b40a890d31
More work for large worlds
2022-06-30 22:07:11 +02:00
mafiesto4
a881c90b2e
Refactor engine to support double-precision vectors
2022-06-13 00:40:32 +02:00
mafiesto4
aba0e46073
Add utility ctors to Half vectors
2022-04-05 17:21:55 +02:00
mafiesto4
8c2241c6dc
Update copyright year
2022-01-14 13:31:12 +01:00
mafiesto4
8938f13a0b
Add support for compiling and running engine without C# scripting
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(configurable via `EngineConfiguration.UseCSharp` in Flax.Build)
2021-10-23 16:43:15 +02:00
mafiesto4
f44e5fb2fe
Add support for uint as triangle indices for mesh updates API
2021-08-13 10:04:44 +02:00
mafiesto4
fae682e406
Implement DownloadDataCPU for Mesh and add result entries count
2021-08-05 16:40:28 +02:00
mafiesto4
f5e5686853
Optimize includes in ThreadLocal.h
2021-07-08 00:34:49 +02:00
mafiesto4
0e75dba142
Optimize C++ compilation time
2021-04-30 16:27:57 +02:00
mafiesto4
51926f517e
Add support for masking Material Slots when cooking Collision Data
2021-03-31 12:15:38 +02:00
mafiesto4
e01a0585a8
Add MeshBase as shared impl part for Mesh and SkinnedMesh
2021-03-30 17:57:53 +02:00
mafiesto4
c9ea812a24
Optimize DrawCall to pack indirect draw arg and graphics draw data with union
2021-02-15 11:52:06 +01:00