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Shadowmapping #134
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Shadowmapping #134
Commits on Jun 9, 2016
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Commits on Jun 10, 2016
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Implementing SM as final render pass in Scene.js
Still working on alpha blending
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Commits on Jun 11, 2016
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Commits on Jun 12, 2016
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Commits on Jul 6, 2016
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Revert "Implemented PCF (still pretty messy though)"
This reverts commit f5c6e3f.
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Revert "chasing a bug in SM.js render function"
This reverts commit 417fd8a.
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Revert "SM as separate render pass, still have problems with visibili…
…ty and zfight" This reverts commit 74af099.
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Commits on Jul 8, 2016
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Commits on Jul 10, 2016
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Commits on Jul 11, 2016
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Commits on Jul 12, 2016
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Merge remote-tracking branch 'refs/remotes/origin/master' into shadow…
…mapping # Conflicts: # index.html # js/mlj/core/Scene.js
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Commits on Jul 13, 2016
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Commits on Jul 18, 2016
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Merge branch 'shadowmapping' of https://github.com/cnr-isti-vclab/mes…
…hlabjs into shadowmapping
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Commits on Jul 19, 2016
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Commits on Jul 21, 2016
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Commits on Aug 2, 2016
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Commits on Aug 25, 2016
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solved a bug involving shadowing of helper layers (axes ecc..)
to do it I borrowed some code from radiancescaling plugin, that piece of code could become some sort of utility function offered by the mlj scene i think
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partially fixed bug with imported meshes
laurana and hand still don't work well
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Commits on Aug 26, 2016
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On previous commit I forgot to mention the the inclusion of the possibility to fix light origin in current point
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fixed bug in ssao plugin & vsm which caused filter to apply to meshes…
… without normals too
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Commits on Aug 27, 2016
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Commits on Aug 30, 2016
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Commits on Sep 6, 2016
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Commits on Sep 7, 2016
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vsm now works with point-based meshes
Using the scene.getLayers() and the new scene.getDecorators() (I added it), we could avoid using the new layersGroup and decoratorsGroup, anyway atm a to hack around a bug i'm still using the decoratorsGroup to properly draw axes etc...while i use the scene.getLayers + iterator, to properly setup materials for each overlay
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forgot to commit small change to Core.js
In preparation to what will be needed to get a movable light i added a function getPosition() to Core.Headlight
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quick & probably too dirty hack around the moveable light problem
~works, but probably too dirty and unpolished too
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Commits on Sep 8, 2016
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Commits on Sep 21, 2016
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Commits on Sep 26, 2016
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will work on local to fix problems with transformcontrols.js
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Commits on Sep 30, 2016
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Problem is: transformControls have to be attached to an object3D with a worldMatrix, light doesn't have it... so I attached light to a dummy mesh that represents it, and attached the control to that mesh. Works almost fine on first use, then becomes unusable due to a non singular matrix on which the transform tries to compute inverse.... INVESTIGATE & FIX (TOO HACKY FOR A SOLUTION IMHO at this moment)
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everything works well, with moving light and shadowmapping, though I'…
…m trying to make the transformcontrols work as a decorator
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Commits on Oct 2, 2016
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Work in progress (light Moving)
Debugging and working on making it work as a decorator, o.w. it will break with VSM (not with SSAO and RS since they blindly remove from scene any non normal geom, and so not work on point- based meshes)
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Still have some issue with sizing correctly the controls, in SM.JS there's a huge comment with everything i've done and thoughts ( on something I believe might be called a bug on decorators too)
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Light moving and its control now working well (i believe)
Will now start looking on the possibility of using THREE.CubeTexture to setup a multi target rendering in order to render at least position map and normal map in a single render pass.
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Commits on Oct 12, 2016
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Commits on Oct 19, 2016
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Commits on Oct 29, 2016
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fixed a bug with blurring, added controls
will think about SM flag and prepare the code for merge soon
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Commits on Nov 11, 2016
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Merge remote-tracking branch 'refs/remotes/origin/master' into shadow…
…mapping # Conflicts: # js/mlj/core/Scene.js # js/mlj/core/plugin/Plugin.js
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Commits on Jan 1, 2017
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first try on Coarse isotropRemeshing
some artifacts on collapse operation
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added some ui, fixed nasty bug, comment&refactor
still needs some polishing though
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Merge remote-tracking branch 'refs/remotes/origin/master' into shadow…
…mapping # Conflicts: # sources/MakefileJS
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Merge remote-tracking branch 'refs/remotes/origin/master' into shadow…
…mapping # Conflicts: # sources/MakefileJS
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Commits on Jan 30, 2017
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still needs polishing + question to cignoni about the valence refac & if better to use setCrease, manually computing the crease
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heavy refac+debugging collapse
having problems in collapse (revert me if needed)
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Merge remote-tracking branch 'refs/remotes/origin/master' into shadow…
…mapping # Conflicts: # js/mlj/plugins/filters/Meshing.js # sources/Meshing.cpp
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Commits on Feb 2, 2017
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Now gyzmo is always centered (even after transaltion) as in meshlab
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Feature preserving, corner aware
Doing the collapse step on adaptive iterations still often causes non manifoldness (cause not found yet)
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serious cleanup and refac will happen when everything gets stable.. (PS. last try on fandsik with adaptive did good!)
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Commits on Feb 4, 2017
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some computations might be redundant, will try to optimize on next commits
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Merge remote-tracking branch 'refs/remotes/origin/master' into shadow…
…mapping # Conflicts: # js/mlj/core/Scene.js
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Commits on Feb 11, 2017
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code still needs a double check, but everything should be working fine now
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Commits on Feb 12, 2017
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Commits on Feb 13, 2017
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pcf choice..currently there's a small bug
bug shows when choosing odd (like 3x3 or 5x5) pcf sizes
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Commits on Feb 14, 2017
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Commits on Feb 20, 2017
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Commits on Feb 27, 2017
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tried to replicate normal check bug with no success, seems to work
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Commits on Mar 28, 2017
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Merge remote-tracking branch 'refs/remotes/origin/master' into shadow…
…mapping # Conflicts: # js/mlj/plugins/filters/Meshing.js
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