Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update KHR_texture_transform support #371

Merged
merged 3 commits into from
Mar 21, 2019
Merged

Conversation

stevenvergenz
Copy link
Contributor

  • Update EXT_texture_transform extension name to KHR_
  • Add texture transform rotation field
  • Add texture transform properties to IUniformMap and implementations

@blgrossMS
Copy link

@stevenvergenz this looks good, but doesn't have any shader changes associated with rotation

@blgrossMS blgrossMS merged commit b1ded04 into master Mar 21, 2019
@stevenvergenz stevenvergenz deleted the stvergen/texture-transforms branch March 25, 2019 21:17
AdamMitchell-ms added a commit that referenced this pull request Jun 10, 2019
* exporting smr and blendshapes

* import gltf mesh with blendshapes/morph targets

* add the ability to control the final LOD when far away (cull vs render last lod) (#364)

* add the ability to control whether objects with lod should render when very far away

* pr feedback

* Improve the performance of skinned animation import (#360)

* Improve the performance of skinned animation import

Current implementation of importing animation curve is very slow for animations with lots of key frames. (e.g. motion capture animation ).
The bottleneck is in AnimationCurve.keys return a copy instead of reference. Hence, updating key frame in AnimationCurve is expensive. I build a list of keyframe for the curve, calculate the tangents from interpolation mode and then feed the key frames to the curve to avoid the overhead.

* Improve the performance of skinned animation import

1, put the delegate function at the top of the file
2, replace spaces with tab
3, replace the keyframe list cache with 2d array

* fix level 3 warning. move tests to get the nunit dependency in editor (#365)

* move tests

* fixes level 3 warnings

* remove redundant namespace

* fix ups to level 3 warnings. remove unnecessary namespaces

* Fix mapping between GLTF sampler and Unity filter/wrap modes (#375)

* A fix for the freeze in editor when importing GLB-files (might affect gltf too), by never using multithreading in editor (#368)

* IsMultithreaded is now a property that always returns false when Application.isEditor is true.
This prevents a "hard-freeze" in Unity editor when importing any GLB.

* Update GLTFSceneImporter.cs

Fixed a comment

* Added conditional checks in SetUpBlendShapes to see if TargetNames and Semantic properties POSITION, NORMAL, TANGENT exist

* Expose GPU-only texture option to user and fix mismatching sampler st… (#378)

* Expose GPU-only texture option to user and fix mismatching sampler state warning 'if' condition

* Make linear/sRGB color space setting match spec

* Update KHR_texture_transform support (#371)

* Update KHR_texture_transform support

* Flip tex offset y coord

* Fix non-conformant texture origin

* Yield timeout should be common to all loaders as framerate is an appl… (#379)

* Yield timeout should be common to all loaders as framerate is an application-wide concern

* Resolve comments

* .

* .

* Create UPM compliant packages in releases (#385)

* Enable UPM packages to be generated in releases

* Travis OSX package should already contain zip package

* Remove draft=true for releases deployment

* Remove logging of private data (#386)

* Support iOS for GLTFSerialization.dll (#387)

* Prevent InvalidCastException (#399)

Related to Issue #398

* Fix stream disposing bug (#388)

* Invert the _Glossiness Material value (#383)

* The comparison of matrix class fails due to using the operator instead of .Equal causing both matrix and RST data (#392)

* Add Roughness float values to MetalRoughMap.cs

* Add names to textures created by GLTFSceneImporter

* Fix texture memory leak

* Add task cancellation support

* Add image name to texture name

* Update UnityGLTF/Assets/UnityGLTF/Scripts/Cache/RefCountedCacheData.cs

Co-Authored-By: rferrese <[email protected]>

* Change cancellation in ConstructMesh

* Camera in test scenes now moves only when dragged (mousedown) and the movement math is cleaner and more accurate, and zoom is now exponential instead of linear. (#413)

Also clean up some warnings around unused variables.

* Fix loading time issue (#414)

* Simplify AsyncCoroutineHelper

* revert default budget

* Add missing meta file for integration test directory (#419)

* Add a component to display the list of models from gltf-Sample-Models and let you load them (#420)

* Add a component to display the list of sample models and let you load them at runtime.

* Some improvements to the model list loader and adding a main scene to host it

* Fix warning suppression

* Address pr feedback.  Remove commented line.  Give a nice error if the model list json fails to download.  Also improve orbit camera so that scrolling the other list doesn't cause it to zoom.

* OrbitCamera now supports right mouse buttons to change position (#422)

* right mouse camera controls

* More accurate right click mouse motion

* Set the correct filter mode when loading texture samplers (#421)

* Fix for loading performance issue (#423)

* Set timeout after successfully awaiting.

* fix spaces and remove file that unity keeps deleting

* Fix UPM package generation issues for UWP (#406)

* Include .asmdef files for correct UPM package generation

* Fix missing Integrations .meta file position

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Build script updates to properly support UWP with UPM compliant package

* Include .asmdef files for correct UPM package generation

* Fix missing Integrations .meta file position

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Build script updates to properly support UWP with UPM compliant package

* Fixing Travis build environment issues

* Include .asmdef files for correct UPM package generation

* Fix missing Integrations .meta file position

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Build script updates to properly support UWP with UPM compliant package

* Fixing Travis build environment issues

* Pull down upstream changes

* Fixing merge conflict

* Add Roughness float values to MetalRoughMap.cs

* Add names to textures created by GLTFSceneImporter

* Fix texture memory leak

* Add task cancellation support

* Add image name to texture name

* Update UnityGLTF/Assets/UnityGLTF/Scripts/Cache/RefCountedCacheData.cs

Co-Authored-By: rferrese <[email protected]>

* Change cancellation in ConstructMesh

* Camera in test scenes now moves only when dragged (mousedown) and the movement math is cleaner and more accurate, and zoom is now exponential instead of linear. (#413)

Also clean up some warnings around unused variables.

* Fix loading time issue (#414)

* Simplify AsyncCoroutineHelper

* revert default budget

* Add missing meta file for integration test directory (#419)

* Add a component to display the list of models from gltf-Sample-Models and let you load them (#420)

* Add a component to display the list of sample models and let you load them at runtime.

* Some improvements to the model list loader and adding a main scene to host it

* Fix warning suppression

* Address pr feedback.  Remove commented line.  Give a nice error if the model list json fails to download.  Also improve orbit camera so that scrolling the other list doesn't cause it to zoom.

* OrbitCamera now supports right mouse buttons to change position (#422)

* right mouse camera controls

* More accurate right click mouse motion

* Set the correct filter mode when loading texture samplers (#421)

* Include .asmdef files for correct UPM package generation

* Fix missing Integrations .meta file position

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Build script updates to properly support UWP with UPM compliant package

* Include .asmdef files for correct UPM package generation

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Fixing Travis build environment issues

* Include .asmdef files for correct UPM package generation

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Pull down upstream changes

* Fixing merge conflict

* Enable Azure Pipelines UPM releases (#2)

* Update Export-upm-packages.sh to support Azure Pipelines
* Remove UPM Package generation from .travis.yml

UPM package generation now works with Azure Pipelines

* Add ImportProgress indication (#424)

* Add ImportProgress indication

* PR Comments

* Make all of the maps public so that callers can derive from them.  Previously they were internal and it worked in some Unity projects because they'd all end up in the same assembly.  Now that we've added assemblydefs, the UnityGLTF classes are in their own assembly. (#426)

* Fix uwp build (#427)

* Update GLTFSerialization/GLTFSerialization/Schema/MeshPrimitive.cs

remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>

* remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>

* remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>

* rename bsname to blendShapeName

* add comment clarifying that GLTF weights are [0, 1] range but Unity weights are [0, 100] range

Co-Authored-By: Adam Mitchell <[email protected]>

* change logerror to logwarning, added some clarity of what will happen (using minimum blendshape count)

* add curly braces to if else statement

* remove space

Co-Authored-By: Adam Mitchell <[email protected]>

* remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>

* add function ContainsValidRenderer for better readability

* remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>
js-dignitas pushed a commit to js-dignitas/UnityGLTF that referenced this pull request Oct 19, 2021
* github/master:
  The comparison of matrix class fails due to using the operator instead of .Equal causing both matrix and RST data (KhronosGroup#392)
  Invert the _Glossiness Material value (KhronosGroup#383)
  Fix stream disposing bug (KhronosGroup#388)
  Prevent InvalidCastException (KhronosGroup#399)
  Support iOS for GLTFSerialization.dll (KhronosGroup#387)
  Remove logging of private data (KhronosGroup#386)
  Create UPM compliant packages in releases (KhronosGroup#385)
  Yield timeout should be common to all loaders as framerate is an appl… (KhronosGroup#379)
  Update KHR_texture_transform support (KhronosGroup#371)
  Expose GPU-only texture option to user and fix mismatching sampler st… (KhronosGroup#378)
  A fix for the freeze in editor when importing GLB-files (might affect gltf too), by never using multithreading in editor (KhronosGroup#368)
  Fix mapping between GLTF sampler and Unity filter/wrap modes (KhronosGroup#375)
  fix level 3 warning. move tests to get the nunit dependency in editor (KhronosGroup#365)
  Improve the performance of skinned animation import (KhronosGroup#360)
  add the ability to control the final LOD when far away (cull vs render last lod) (KhronosGroup#364)
github-actions bot pushed a commit to Rhinox-Training/UnityGLTF that referenced this pull request Nov 9, 2022
* Update KHR_texture_transform support

* Flip tex offset y coord

* Fix non-conformant texture origin
github-actions bot pushed a commit to Rhinox-Training/UnityGLTF that referenced this pull request Nov 9, 2022
…Group#363)

* exporting smr and blendshapes

* import gltf mesh with blendshapes/morph targets

* add the ability to control the final LOD when far away (cull vs render last lod) (KhronosGroup#364)

* add the ability to control whether objects with lod should render when very far away

* pr feedback

* Improve the performance of skinned animation import (KhronosGroup#360)

* Improve the performance of skinned animation import

Current implementation of importing animation curve is very slow for animations with lots of key frames. (e.g. motion capture animation ).
The bottleneck is in AnimationCurve.keys return a copy instead of reference. Hence, updating key frame in AnimationCurve is expensive. I build a list of keyframe for the curve, calculate the tangents from interpolation mode and then feed the key frames to the curve to avoid the overhead.

* Improve the performance of skinned animation import

1, put the delegate function at the top of the file
2, replace spaces with tab
3, replace the keyframe list cache with 2d array

* fix level 3 warning. move tests to get the nunit dependency in editor (KhronosGroup#365)

* move tests

* fixes level 3 warnings

* remove redundant namespace

* fix ups to level 3 warnings. remove unnecessary namespaces

* Fix mapping between GLTF sampler and Unity filter/wrap modes (KhronosGroup#375)

* A fix for the freeze in editor when importing GLB-files (might affect gltf too), by never using multithreading in editor (KhronosGroup#368)

* IsMultithreaded is now a property that always returns false when Application.isEditor is true.
This prevents a "hard-freeze" in Unity editor when importing any GLB.

* Update GLTFSceneImporter.cs

Fixed a comment

* Added conditional checks in SetUpBlendShapes to see if TargetNames and Semantic properties POSITION, NORMAL, TANGENT exist

* Expose GPU-only texture option to user and fix mismatching sampler st… (KhronosGroup#378)

* Expose GPU-only texture option to user and fix mismatching sampler state warning 'if' condition

* Make linear/sRGB color space setting match spec

* Update KHR_texture_transform support (KhronosGroup#371)

* Update KHR_texture_transform support

* Flip tex offset y coord

* Fix non-conformant texture origin

* Yield timeout should be common to all loaders as framerate is an appl… (KhronosGroup#379)

* Yield timeout should be common to all loaders as framerate is an application-wide concern

* Resolve comments

* .

* .

* Create UPM compliant packages in releases (KhronosGroup#385)

* Enable UPM packages to be generated in releases

* Travis OSX package should already contain zip package

* Remove draft=true for releases deployment

* Remove logging of private data (KhronosGroup#386)

* Support iOS for GLTFSerialization.dll (KhronosGroup#387)

* Prevent InvalidCastException (KhronosGroup#399)

Related to Issue KhronosGroup#398

* Fix stream disposing bug (KhronosGroup#388)

* Invert the _Glossiness Material value (KhronosGroup#383)

* The comparison of matrix class fails due to using the operator instead of .Equal causing both matrix and RST data (KhronosGroup#392)

* Add Roughness float values to MetalRoughMap.cs

* Add names to textures created by GLTFSceneImporter

* Fix texture memory leak

* Add task cancellation support

* Add image name to texture name

* Update UnityGLTF/Assets/UnityGLTF/Scripts/Cache/RefCountedCacheData.cs

Co-Authored-By: rferrese <[email protected]>

* Change cancellation in ConstructMesh

* Camera in test scenes now moves only when dragged (mousedown) and the movement math is cleaner and more accurate, and zoom is now exponential instead of linear. (KhronosGroup#413)

Also clean up some warnings around unused variables.

* Fix loading time issue (KhronosGroup#414)

* Simplify AsyncCoroutineHelper

* revert default budget

* Add missing meta file for integration test directory (KhronosGroup#419)

* Add a component to display the list of models from gltf-Sample-Models and let you load them (KhronosGroup#420)

* Add a component to display the list of sample models and let you load them at runtime.

* Some improvements to the model list loader and adding a main scene to host it

* Fix warning suppression

* Address pr feedback.  Remove commented line.  Give a nice error if the model list json fails to download.  Also improve orbit camera so that scrolling the other list doesn't cause it to zoom.

* OrbitCamera now supports right mouse buttons to change position (KhronosGroup#422)

* right mouse camera controls

* More accurate right click mouse motion

* Set the correct filter mode when loading texture samplers (KhronosGroup#421)

* Fix for loading performance issue (KhronosGroup#423)

* Set timeout after successfully awaiting.

* fix spaces and remove file that unity keeps deleting

* Fix UPM package generation issues for UWP (KhronosGroup#406)

* Include .asmdef files for correct UPM package generation

* Fix missing Integrations .meta file position

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Build script updates to properly support UWP with UPM compliant package

* Include .asmdef files for correct UPM package generation

* Fix missing Integrations .meta file position

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Build script updates to properly support UWP with UPM compliant package

* Fixing Travis build environment issues

* Include .asmdef files for correct UPM package generation

* Fix missing Integrations .meta file position

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Build script updates to properly support UWP with UPM compliant package

* Fixing Travis build environment issues

* Pull down upstream changes

* Fixing merge conflict

* Add Roughness float values to MetalRoughMap.cs

* Add names to textures created by GLTFSceneImporter

* Fix texture memory leak

* Add task cancellation support

* Add image name to texture name

* Update UnityGLTF/Assets/UnityGLTF/Scripts/Cache/RefCountedCacheData.cs

Co-Authored-By: rferrese <[email protected]>

* Change cancellation in ConstructMesh

* Camera in test scenes now moves only when dragged (mousedown) and the movement math is cleaner and more accurate, and zoom is now exponential instead of linear. (KhronosGroup#413)

Also clean up some warnings around unused variables.

* Fix loading time issue (KhronosGroup#414)

* Simplify AsyncCoroutineHelper

* revert default budget

* Add missing meta file for integration test directory (KhronosGroup#419)

* Add a component to display the list of models from gltf-Sample-Models and let you load them (KhronosGroup#420)

* Add a component to display the list of sample models and let you load them at runtime.

* Some improvements to the model list loader and adding a main scene to host it

* Fix warning suppression

* Address pr feedback.  Remove commented line.  Give a nice error if the model list json fails to download.  Also improve orbit camera so that scrolling the other list doesn't cause it to zoom.

* OrbitCamera now supports right mouse buttons to change position (KhronosGroup#422)

* right mouse camera controls

* More accurate right click mouse motion

* Set the correct filter mode when loading texture samplers (KhronosGroup#421)

* Include .asmdef files for correct UPM package generation

* Fix missing Integrations .meta file position

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Build script updates to properly support UWP with UPM compliant package

* Include .asmdef files for correct UPM package generation

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Fixing Travis build environment issues

* Include .asmdef files for correct UPM package generation

* Splitting out UnityGLTFEditor scripts with its own asmdef file

* Pull down upstream changes

* Fixing merge conflict

* Enable Azure Pipelines UPM releases (KhronosGroup#2)

* Update Export-upm-packages.sh to support Azure Pipelines
* Remove UPM Package generation from .travis.yml

UPM package generation now works with Azure Pipelines

* Add ImportProgress indication (KhronosGroup#424)

* Add ImportProgress indication

* PR Comments

* Make all of the maps public so that callers can derive from them.  Previously they were internal and it worked in some Unity projects because they'd all end up in the same assembly.  Now that we've added assemblydefs, the UnityGLTF classes are in their own assembly. (KhronosGroup#426)

* Fix uwp build (KhronosGroup#427)

* Update GLTFSerialization/GLTFSerialization/Schema/MeshPrimitive.cs

remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>

* remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>

* remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>

* rename bsname to blendShapeName

* add comment clarifying that GLTF weights are [0, 1] range but Unity weights are [0, 100] range

Co-Authored-By: Adam Mitchell <[email protected]>

* change logerror to logwarning, added some clarity of what will happen (using minimum blendshape count)

* add curly braces to if else statement

* remove space

Co-Authored-By: Adam Mitchell <[email protected]>

* remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>

* add function ContainsValidRenderer for better readability

* remove whitespace

Co-Authored-By: Adam Mitchell <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants