We now never process mirroring or mipmaping with multithreading
it's just not worth it given the overhead of the jobsystem.
We also require 64 lines per job, below that, we only multithread per
face (6 threads). This should probably depends on the sample count,
but we don't have this facility yet.
Special case downsampling for mipmaping.
This alone improves performance by 2x for small cubemaps (e.g. 16x16).
This adds a utility function on IndirectLight populate the reflection
map from an environment at runtime. This performs some processing
similar to cmgen, albeit at a reduced quality.
- RGB_11_11_10 is exported in a RGBA PNG file where the 4 channels are
used as a uint32 storing a RGB_10_11_11_REV pixel.
We use the .rgb32f extension, and those PNG files contain garbage
when seen in a PNG viewer.
- This is now the default for the -x option.
- compressed KTX files don't encode RGBM, which means they can't
support HDR, unless an HDR compression scheme is used.
* Make CMake 3.10 the minimum version, add LTO option
* Install a newer CMake on Linux CI builds
* Update LLVM and Cmake on Windows CI
* Update build/windows/ci-common.bat
Co-Authored-By: Ben Doherty <benjdoherty15@gmail.com>
* Update formatting
* Apply suggestions from code review
* Update build/windows/ci-common.bat
* Update CMake
* Switch Android projects back to CMake 3.6
⚠️ breaks materials
There used to be a constraint that ibl cubemap needed to be
256x256. This constraint is now relaxed. IBL cubemaps can be any size.
We also add 16 float4 of padding to the frameUniform, which brings
its size to 1 KiB, the idea is to prevent more breakages in the
future.
NOTE: Should we expose Engine::getEntityManager() to help with issues
like this? e.g. it would allow gltfio to extract it from the engine
rather than consuming an additional argument.
This fixes an entity id collision that I saw when building gltfio into
its own DSO (e.g. on Android). Since it is a separate executable it has
its own EntityManager singleton. This id collision was causing unwanted
entities to be added to the scene.
Arrays in unform buffers are stored in std140, i.e. they have an
alignment of float4. This wasn't taken into account when setting
arrays (other than mat3)
The bistro model has some UV-free primitives associated with textured
materials. This caused Filament to emit warnings like:
[entity=445, primitive @ 0] missing required attributes (0xb), declared=0x3
We now catch these in gltfio, which enables a friendlier warning so that
the artist can go make a fix:
Missing UV0 data in Bistro_Research_Exterior_Paris_Building_01_paris_building_01_bottom_4669
* Add screen and multiply blending modes
This change also fixes a sorting issue: different sorting modes
were sorted in different buckets which is incorrect. We want
to sort only by distance.
* Update release notes and Java API
* Fix build error