Nick Fisher
e1d5d14ff7
add RenderTarget_destroyRenderThread
2025-04-17 13:35:07 +08:00
Nick Fisher
1be1979c05
rename requestAnimationFrame to requestFrame
2025-04-17 13:34:18 +08:00
Nick Fisher
230bb5f9f6
use render thread methods for all async gltf loading
2025-04-16 19:07:31 +08:00
Nick Fisher
2d4342607d
add async gltf resource loading
2025-04-16 17:06:51 +08:00
Nick Fisher
ecb8d8672a
fix instancing so that gltf assets always fill the first instance slot
2025-03-28 13:06:36 +08:00
Nick Fisher
999b1e613f
refactoring + texture projection
2025-03-25 09:39:02 +08:00
Nick Fisher
0cbbc058e0
refactoring
2025-03-22 10:49:24 +08:00
Nick Fisher
a67f42f0de
refactoring
2025-03-21 17:18:16 +08:00
Nick Fisher
255c0edd49
refactoring
2025-03-21 14:56:20 +08:00
Nick Fisher
e6bdcb687a
refactoring
2025-03-20 18:48:04 +08:00
Nick Fisher
a8a2f14b34
refactoring
2025-03-19 23:22:19 +08:00
Nick Fisher
931aab5159
refactoring
2025-03-19 21:52:59 +08:00
Nick Fisher
a310498c5a
refactoring
2025-03-19 18:45:42 +08:00
Nick Fisher
6744c02019
refactoring
2025-03-19 17:54:43 +08:00
Nick Fisher
ac86dc7ad7
refactoring
2025-03-19 16:02:43 +08:00
Nick Fisher
627447f8b0
refactoring
2025-03-19 12:27:13 +08:00
Nick Fisher
d5bffd5ad2
refactor
2025-03-18 23:15:13 +08:00
Nick Fisher
951f5daa2d
more refactoring
2025-03-18 18:06:17 +08:00
Nick Fisher
77fe40848b
refactoring
2025-03-18 16:26:47 +08:00
Nick Fisher
07b80071a4
add destroy methods for skybox/indirect light
2025-03-18 11:42:29 +08:00
Nick Fisher
231b03cd17
add indirect light methods
2025-03-17 22:36:53 +08:00
Nick Fisher
bff76f184e
add gltfio FFI methods and expose texture/render target creation directly
2025-03-17 18:53:36 +08:00
Nick Fisher
5ad187d54f
add various render thread methods
2025-03-17 16:35:45 +08:00
Nick Fisher
e91d1ca0aa
support 3D texture/2D texture arrays
2025-03-10 18:05:42 +08:00
Nick Fisher
aa26f4d0df
separate out RenderLoop/FilamentViewer construction/destruction
2025-03-07 18:53:36 +08:00
Nick Fisher
74ee35bfcd
use render thread methods for Texture/Image/TextureSampler
2025-03-07 14:52:45 +08:00
Nick Fisher
fc7f5d7b93
create material for texture baking
...
textures can now be created manually and are no longer tracked by SceneManager (and therefore require manual tracking/disposal)
2025-03-04 14:52:48 +08:00
Nick Fisher
2a8931e1ac
add TTexture bindings with TextureFormat, PixelDataType and PixelDataFormat enums
2025-03-03 14:43:20 +08:00
Nick Fisher
282ee6d103
cherry pick changes onto ThermionDartRenderThreadApi.h
2025-03-01 11:59:36 +08:00
Nick Fisher
124eed0264
fix: don't return entity from SceneManager_addLightRenderThread
2025-01-07 08:43:36 +08:00
Nick Fisher
4e64c4976f
refactor!: rename removeAsset to destroyAsset
...
use render thread methods for lights
2025-01-07 08:25:48 +08:00
Nick Fisher
744e39e8dd
fix: move removeIbl to render thread
2025-01-07 08:25:48 +08:00
Nick Fisher
f8ae90b631
internal: add destroyRenderTargetRenderThread
2025-01-07 08:25:48 +08:00
Nick Fisher
f27628e719
internal: add createGrid/destroyMaterial render thread methods
2025-01-07 08:25:48 +08:00
Nick Fisher
852cb58ba9
fix: move material/instance creation to render thread
2025-01-07 08:25:48 +08:00
Nick Fisher
def85614d8
feat: add rotation gizmo
2025-01-07 08:25:48 +08:00
Nick Fisher
8a894f7e88
refactor: add createGizmoRenderThread
2025-01-07 08:25:48 +08:00
Nick Fisher
6d5bc305dc
fix SceneManager_createCameraRenderThread
2025-01-07 08:25:48 +08:00
Nick Fisher
80ca4b97a9
add create/set camera render thread functions
2025-01-07 08:25:48 +08:00
Nick Fisher
ed444b0615
feature!:
...
This is a breaking change needed to fully implement instancing and stencil highlighting.
Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.
final entity = await viewer.loadGlb("some.glb");
However, Filament "entities" are a lower-level abstraction.
Loading a glTF file, for example, inserts multiple entities into the scene.
For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.
"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.
Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
2024-11-27 15:02:37 +11:00