- 15 3月, 2012 1 次提交
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由 alteredq 提交于
Issue 1: when having multiple ParticleSystems, starting since second one particles got sorted according to wrong matrix (it was cumulating all transforms). Issue 2: particle sorting was using camera transform from the previous frame. This commit is scary, lot of potential for something getting messed up in a subtle way.
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- 14 3月, 2012 1 次提交
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由 alteredq 提交于
This fixes issue #1504 Something similar would have to be done in Projector. Also while at it I found particles sorting is incorrect: it uses camera info from the previous frame plus _projScreenMatrix gets multiplied more times when there are more particle systems.
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- 13 3月, 2012 3 次提交
- 12 3月, 2012 1 次提交
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由 Mr.doob 提交于
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- 10 3月, 2012 3 次提交
- 07 3月, 2012 5 次提交
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由 alteredq 提交于
These were coming from the initial setting of weapon, when there was no active animation yet (as behavior didn't get yet to select the animation state).
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由 alteredq 提交于
Modified MD2CharacterComplex to allow for sharing of geometries and textures. Added API for toggling shadows and visibility.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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- 06 3月, 2012 12 次提交
- 05 3月, 2012 2 次提交
- 04 3月, 2012 12 次提交