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Animation Renderer and Interactive Mode (RaC 1 only) #94

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merged 38 commits into from
Jun 18, 2023

Commits on Jun 13, 2023

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  4. Renderers no longer unbind the vaos.

    Also fixed the color layout of the ingame moby memory.
    MilchRatchet committed Jun 13, 2023
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Commits on Jun 14, 2023

  1. Added animation renderer.

    Still without animations :)
    MilchRatchet committed Jun 14, 2023
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Commits on Jun 15, 2023

  1. Animations are now working correctly.

    This was quite painful to get right and at the end it was pretty much as in the Collada exporter.
    MilchRatchet committed Jun 15, 2023
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  7. Animations are now interpolated from the previous frame.

    This seems to be more in line with what the game uses but I have no idea how exactly they do the smooth blending between animations.
    MilchRatchet committed Jun 15, 2023
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Commits on Jun 16, 2023

  1. Added GLUniform and started using GLTexture abstractions.

    This allows us to avoid OpenGL calls when they are not necessary. Some more work is still required though to keep overhead small.
    MilchRatchet committed Jun 16, 2023
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  5. Animations are now interpolated based on Replanetizer's framerate.

    This makes the animations a bit less choppy. But they are still quite bad especially on animation changes.
    MilchRatchet committed Jun 16, 2023
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Commits on Jun 17, 2023

  1. Replaced System.Drawing.Common with SixLabors.ImageSharp.

    The standard library only supports Windows. If we ever switch to .Net 7 then this change would even have been necessary as the whole package is not even available anymore under anything but Windows.
    MilchRatchet committed Jun 17, 2023
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  5. Fixed Interpolation of animations.

    Turns out OpenTK has a bug, possibly. Doing this by hand works. Previously, the rotations were not interpolated.
    MilchRatchet committed Jun 17, 2023
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  6. Added animations to model viewer.

    Code needs to be refactored a bit, this is just a first working implementation.
    MilchRatchet committed Jun 17, 2023
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Commits on Jun 18, 2023

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  3. Separated Rendering preparation for meshrenderers.

    I wrote this when I tested for multithreaded preparation but that didn't work due to too much overhead. Yet this code is kind of better than what we had before so I kept it.
    MilchRatchet committed Jun 18, 2023
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