25 Commits (02a8e6b844c9cbd068c8eeb0ae04020ad0b32594)

Author SHA1 Message Date
Nico de Poel 02a8e6b844 Fixed non-smoothed animations not actually landing on the key frames 5 years ago
Nico de Poel eaaac619b3 Change the Z-position of models in the test scene every time a RenderModule is instantiated, so that subsequent runs of Quake don't cause all of the uploaded models to overlap 5 years ago
Nico de Poel 4a7155bb1b Fixed marshaling of multi-dimensional arrays of QGLTextures, and add a second unlit material layer with additive blending for models that use fullbright textures 5 years ago
Nico de Poel e8e04b666d Allow run-time switching between lerped animations and keyframe-only animation, and made the playback speed configurable 5 years ago
Nico de Poel 3da2d4ba59 Made a few tweaks to make texture uploading work properly in headless mode 5 years ago
Nico de Poel e70d363998 Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago
Nico de Poel 10e54f10ca Added a separate code path for converting frame group animations, and renamed some variables to use the correct frame/pose terminology 5 years ago
Nico de Poel 428eebb941 Pass along alias frame type and correctly count the total number of poses in a model, so that the correct number of pose vertices are marshaled and we can identify models that use group frame animations instead of typical single frames. Quake's model formats are weird. 5 years ago
Nico de Poel 96d2a1fe7b First setup to upload brush models (specifically: the world model) from Quake to Unity. Updated the QWorld class to include the fields added by QuakeSpasm. 5 years ago
Nico de Poel dec2be66c6 Keep track of already duplicated vertices and reuse those for triangles that need them. Fixes vertex counts being way too high because seam vertices would get duplicated multiple times. 5 years ago
Nico de Poel a19d9b546e Added disposal code for alias models 5 years ago
Nico de Poel 08c16f71a1 Moved importing and conversion of mesh data into AliasModel class. Also: 5 years ago
Nico de Poel 4d974bf6cd Solved the UV correcting problem for backside triangles by pre-processing the model input data, whereby vertices on the seam are duplicated and adjusted. The rest of the mesh conversion process then remains as it was. 5 years ago
Nico de Poel ab880f9cfb Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
Nico de Poel e8a3313d88 Some cleanup 5 years ago
Nico de Poel 4138290723 Further mesh research: create an individual mesh for each animation sequence, with a single blend shape animation per mesh. Added an AliasModel class to manage meshes and find the correct animations. With this we can smoothly animate looped animation cycles. 5 years ago
Nico de Poel 61a845338e Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing. 5 years ago
Nico de Poel 834ff9a794 First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible. 5 years ago
Nico de Poel 75b9427296 Fixed compatibility issues with Scourge Done Slick: 5 years ago
Nico de Poel 1a5ff9b64b Send normal logs to Unity again, but for the Update loop collect all logs and flush the contents only once per frame 5 years ago
Nico de Poel 78f42d9c9a Return result of directory creation, so that the game may handle creation errors 5 years ago
Nico de Poel 754812d63e Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read. 5 years ago
Nico de Poel e416868650 Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
Nico de Poel 0f02005c58 Reimplemented uploading of alias model data, which now includes all vertex, triangle index and UV data 5 years ago
Nico de Poel 3b4382954a Some renaming and reorganization 5 years ago