Summary:
Old algorithm searched specified frame of the base frame and when it could not find the specified frame it ignored. So the bounding box was not synchronized with the object.
New algorithm always returns specified base frame or frame interpolation between the nearest base frames. That does synchronizes mesh object and his bounding box.
Reviewers: Hermet, cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2594
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Use fourth component texture. Update mechanism generation pixels, scene renderer
to texture and geting color pixels from texture. Update shader for color pick.
Reviewers: Hermet, raster, cedric
Reviewed By: cedric
Subscribers: Oleksander, cedric
Differential Revision: https://phab.enlightenment.org/D2549
Summary: Now mechanism of creation of primitives is similar to model loading.
Reviewers: Oleksander, Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2516
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
From now on, constructors should return a value, usually the object
being worked on, or NULL (if the constructor failed). This can also
be used for implementing singletons, by just always returning the same
object from the constructor.
This is one of the final steps towards stabilizing Eo.
@feature
They are not implemented, so they should not be marked as implemented.
Eo already properly handles functions that are not implemented, this is
completely unnecessary.
this adds a lock for when walking all the objects to generate render
commands for an async render. this allows even the object tree walk
plus update area caluclation to be moved off into async if every oject
that can change canvas state actually does so correctly. this change
adds all those lock block calls to synchronise with an async object
tree walk.
Summary:
See first part https://phab.enlightenment.org/D1811 (backend, gl)
Add get/set for color pick mode at evas_3d_mesh and evas_3d_scene
Add evas_3d_node_color_node_mesh_collect function to collect data at force rendering
Add state flag for scene to avoid useless force rendering in case scene wasn't changed
Add functionality for color pick in evas_3d_scene_pick method
Reviewers: Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1956
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
.ply format is important for relation blender and EFl, because in blender exist only two mesh export API: bpy.ops.import_mesh.ply and bpy.ops.import_mesh.stl. One of them is necessary for .edc 3D generator. Which I writing now.
Sorry, it isn't like image loader. Refactoring of import/export will be soon.
Reviewers: Oleksander, artem.popov, Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1544
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary: The first version of .eet format is added. All changes due to discussion in D1307 are done.
Reviewers: artem.popov, se.osadchy, reutskiy.v.v, Hermet, raster, cedric, Oleksander
@feature
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1477
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Before this change eo_add() used to create an object with 1 ref, and if
the object had a parent, a second ref.
Now, eo_add() always returns an object with 1 ref, and eo_add_ref()
preserves the old behaviour (for bindings).
eo_unref now un-parents if refcount is 0, and eo_del() is an alias for
eo_unref (will change to be a way to ensure an object is dead and goes
to zombie-land even if still refed).
Summary: The first version of .eet format is added.
Reviewers: Hermet, raster, cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1307
Enable 3D features using --enable-evas-3d=yes when configuring.
APIs are exposed through Evas_3D.h.
Currently, evas-3d is being supported only on gl_x11 engine.
Conflicts:
src/lib/evas/Evas_Eo.h