- Jul 09, 2021
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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- Jul 08, 2021
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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- Jun 21, 2021
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Sebastian Gaida authored
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- Jun 18, 2021
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Alexander Gauggel authored
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- Jun 16, 2021
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Vanessa Karolek authored
The camera can now be controlled via gamepad! PilotCameraController: - rotation via right joystick (horizontal, vertical) - zooming via left and right trigger - translation in xz plane via left joystick (horizontal, vertical) - translation in y direction via left and right bumper TrackballCameraController: - orbiting via right joystick (horizontal, vertical) - change radius via left joystick (vertical)
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Susanne Dötsch authored
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Susanne Dötsch authored
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- Jun 15, 2021
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Tobias Frisch authored
[#42] Simplified update methods, replaced clones to references, added namespace, corrected applications Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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- Jun 14, 2021
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Josch Morgenstern authored
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Artur Wasmut authored
Remove offset calculation in shader reflection. Proper offsets are now calculated on vertex binding creation.
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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- Jun 13, 2021
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Artur Wasmut authored
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Vanessa Karolek authored
1) Now there is only one camera class (no inheritance anymore). Furthermore, the camera object is separated from camera controls and only manages camera specific information, such as the view matrix, projection matrix, the position, etc. Camera controls are now handled via camera controller objects. 2) The CameraManager now manages an arbitrary number of camera controllers, such as PilotCameraController or TrackballCameraController (TraceCameraController will be implemented soon!). Before you can use a camera object in your render loop, you need to add at least one camera. You do not have to use a camera controller to render something, but you need to implement camera movements yourself... If you want to CONTROL a camera object, you can make use of the existing camera controller objects. To create a controller, you need to add a camera controller object to the camera manager and specify which camera should be used for this controller. You can change the bound camera whenever you like to. To switch between all existing camera controllers, you can use the active controller in the render loop and change the cycle between all camera controllers via Tab. See the example projects for an examplary application. 3) Currently, events are only handled for the active camera controller. 4) DISCUSSION: We use the 'new' keyword within the camera manager class. Unfortunately, we did not find any other way to create an object (such as the camera controller) inside the scope of one function and make use of the inheritance (only pointers seem to support this) or to refer to an object that updates everywhere where it is refered. To not lose the object at specified memory location, we need to create it via 'new' and ensure that all allocated objects are deleted within the destructor of the camera manager. Find this lines at the 'TODO' marked locations. If you have a better idea to solve this problem, please let us know. :)
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Mara Vogt authored
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- Jun 12, 2021
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Alexander Gauggel authored
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- Jun 10, 2021
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Alexander Gauggel authored
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- Jun 09, 2021
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Katharina Krämer authored
and funny blue circle c:
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Simeon Hermann authored
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- Jun 08, 2021
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Alexander Gauggel authored
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- Jun 06, 2021
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Mara Vogt authored
materials can now be loaded
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- Jun 05, 2021
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Mara Vogt authored
materials are not yet included, textures are still necessary for rendering gltf with 3 meshes as test file (Szene.gltf)
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Alexander Gauggel authored
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Alexander Gauggel authored
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- Jun 04, 2021
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Alexander Gauggel authored
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Alexander Gauggel authored
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Alexander Gauggel authored
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Tobias Frisch authored
Signed-off-by:
Tobias Frisch <tfrisch@uni-koblenz.de>
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Sebastian Gaida authored
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Alexander Gauggel authored
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Artur Wasmut authored
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Artur Wasmut authored
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Trevor Hollmann authored
The implementation in asset_loader.cpp is still a hack, as is the usage in main.cpp, but the hack is now using the textures array of the mesh and the struct could be cleaned up to get rid of the hack in the modules interface.
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