The finalizer can't be used to dispose of filament resource, because
it runs on its own thread.
Added a destroy() method to all IBLPrefilter related classes that must
be called once the object is no longer needed.
note: Resources will be freed eventually anyways when the Engine itself is
destroyed.
fixes#4633
Now that FSR scaling is cheap enough on mobile, we use it for quality
levels MEDIUM to ULTRA.
MEDIUM and HIGH use the mobile optimized version, which has a slightly
lower quality, ULTRA uses the original version.
Additionally the RCAS sharpening pass can always be disabled by setting
the sharpen value to 0.
More precisely, this logs the time that the Filament backend takes
to process all the commands that were issued in the gltfio synchronous
loading phase, which mostly consists of creating and populating vertex
buffers.
This can be quite slow for vertex-heavy (CAD-style) models, and seems to
vary by several orders of magnitude from device to device on Vulkan.
The sample would crash when removing `orientation` from `configChanges`
and rotating the device, because the old RemoteServer would still be
alive when creating the second one, so the WebSocket port would be
unavailable.
* a way to keep the content of custom RenderTarget attachments
Until now, all attachments of RenderTarget beyond COLOR0 were discarded
after rendering.
With this change, attachment whose texture has the SAMPLEABLE usage
bit set will be kept.
Fixes#3962
This adds support for decoding HDR files, dropping them into the remote
web page, and sending them over the wire. However the decoded results
are not yet passed into IBLPrefilterContext, that will be subsequent
PR.
Rename KtxLoader to KTXLoader.
The remote UI has been tweaked a bit, so that it shows a more helpful
message when disconnected.
- If a resource file is missing, show toast instead of crashing.
- Allow glb files in zip files.
- Run blocking calls like createTempFile() on IO thread.
The focal length slider now works over a remote connection. Also, the
slider for focus distance now controls the value in `ViewerSettings`
(which gets applied to Camera) rather than the value in
`DepthOfFieldOptions` (which is deprecated).
This fixes two different logcat messages that would occur when scrubbing
a slider in the UI:
- "Discarding message, message queue overflow."
- "Downloading model..." would repeat itself needlessly
This adds a WebSockets server to filament-utils-android.
Unlike my first attempt (#3599), this does not use a piping server and
is therefore much faster to use over a LAN. It also has lower user
friction because there is no need to touch a button in the app or
scan a QR code.
* Stop using members as globals between methods
* Multi-thread shaders generation with JobSystem
* Pass JobSystem to MaterialBuilder::build()
* Fix MeshAssimp to use the new API
* Allow the Java API to pass a job system via Engine
* Update docs
* Apply suggestions from code review
Co-authored-by: Philip Rideout <philiprideout@gmail.com>