Commit Graph
29 Commits
Author SHA1 Message Date
Paweł Kołodziejski 20cb0ae228 ALL: Cleanup ResidualVM -> ScummVM 2021-12-26 21:19:38 +01:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Bastien Bouclet e3c6748a7f STARK: Rework skeletal animation blending control
The previous animation blending system had some flows. The
AnimationHandler was owned by the model which was incorrect, since it's
possible to change models during an animation sequence. The
AnimationHandler is now owned by the item, ensuring there is only one
per character instance.

We now ignore animation change requests for one frame. This is because
the scripts often cause an animation change, and request another one the
very next frame. This used to cause issues because we were blending the
latest animation with the previous one which was only active for one
frame, causing a discontinuity. This new solution is kind of a hack.
Hopefully it is good enough and there is no need to implement animation
blending for more than two animations at once.
2019-01-25 09:48:31 +01:00
Bastien Bouclet 3c80722658 STARK: Use the center of item's bounding rect as the scroll target 2018-12-02 19:51:35 +01:00
Douglas Liu 801fc74713 STARK: Move maxShadowLength from RenderEntry to Scene 2018-08-04 16:11:14 +08:00
Douglas Liu fedd80005a STARK: Move _castsShadow from RenderEntry to VisualActor 2018-08-04 15:43:41 +08:00
Douglas Liu 2d613b6ef0 STARK: Pass the Layer3D::_maxShadowLength to the RenderEntry 2018-07-25 22:07:23 +08:00
Douglas Liu 29ca338624 STARK: Apply AnimSkeleton::castsShadow 2018-07-25 22:07:21 +08:00
Snejp 014d672491 STARK: Fix all stark engine gcc warnings
Fix warnings detected by Jenkins
2018-02-09 11:36:06 +01:00
Bastien Bouclet 883755b5f8 STARK: Use the same data structures for props and actors
Faces and materials only
2017-06-10 14:35:53 +02:00
Bastien Bouclet 052be38c96 STARK: Implement the swayScene opcode 2017-05-25 13:00:44 +02:00
Bastien Bouclet 74704d522a STARK: Implement lipsync 2017-01-02 19:48:24 +01:00
Bastien Bouclet f5e082d13a STARK: Implement skeletal animation blending 2016-04-10 11:35:30 +02:00
Bastien Bouclet 7a090fd5e7 STARK: Move the skeletal animation code around 2016-04-09 17:23:07 +02:00
Pawel Kolodziejski d4ce47af27 STARK: fixed struct<->class type warnings 2016-01-01 07:30:07 +01:00
Bastien Bouclet d471401da9 STARK: Add lighting for actor models 2016-01-01 07:30:05 +01:00
Bastien Bouclet 5778902561 STARK: Don't pass the GFX driver on render calls 2016-01-01 07:30:05 +01:00
Bastien Bouclet 7e621e13f6 STARK: Add mouse picking for 3D items
This works at the bone bounding box level, whereas the original does
pixel-perfect picking.
2016-01-01 07:29:56 +01:00
Bastien Bouclet 3498e65818 STARK: Move the 3D model related classed to the model directory 2016-01-01 07:29:54 +01:00
Bastien Bouclet e6d842e8a4 STARK: Abstract out the actor rendering 2016-01-01 07:29:39 +01:00
Bastien Bouclet 6f4b811529 STARK: Draw the actors using an OpenGL shader 2016-01-01 07:29:39 +01:00
Bastien Bouclet 72d2286911 STARK: Shorten Gfx class names to comensate for the added namespace 2015-02-13 20:35:52 +01:00
Bastien Bouclet a120d1c8ea STARK: Move Gfx classes to the Gfx namespace 2015-02-13 20:33:47 +01:00
Bastien Bouclet dd82239ca1 STARK: Refactor texture handling 2015-02-13 17:07:24 +01:00
Bastien Bouclet 7e90e6e1cc STARK: Draw the actors using the positions provided by the scripts 2015-01-07 20:42:40 +01:00
Bastien Bouclet 90c1eba94f STARK: Let the resources handle the animation updates 2015-01-04 20:30:45 +01:00
Bastien Bouclet ccfa875aa1 STARK: Prepare data loading for mesh instanciation by the resources 2015-01-04 17:56:30 +01:00
Bastien Bouclet 0ab86f9448 STARK: Play smacker animations 2015-01-03 12:17:53 +01:00
Bastien Bouclet 180df49567 STARK: Separate the file format readers from the renderers 2015-01-03 08:22:43 +01:00