Add an axis gnomon entity to the scene
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Authored by ervin on Aug 23 2018, 9:48 PM.

Details

Summary

It reuses the per vertex color fragment shader but replaces the vertex
shader with our own to make sure we're tracking the camera orientation
and position the object relatively to the camera.

Note this doesn't play well with frustum culling (since the computation
is wrong in that case) hence why it's turned off. Could be reenabled
later if needed by providing our own two passes framegraph and having
the axis gnomon rendered in a separate pass.

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Repository
R231 Atelier
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ervin requested review of this revision.Aug 23 2018, 9:48 PM
ervin created this revision.
ervin set the repository for this revision to R231 Atelier.Aug 23 2018, 9:56 PM

This patch does not apply cleanly on to master via arcanist please check the base of this diff.

This should not interfere with the grids alignment within the view

patrickelectric accepted this revision.Aug 24 2018, 11:03 AM
This revision is now accepted and ready to land.Aug 24 2018, 11:03 AM
laysrodrigues accepted this revision.Aug 25 2018, 12:41 PM
rizzitello requested changes to this revision.Aug 25 2018, 4:03 PM

This pushes the grid out of center can this be done in a way that not interfere with that?

This revision now requires changes to proceed.Aug 25 2018, 4:03 PM
ervin added a comment.Aug 26 2018, 8:57 AM

This pushes the grid out of center can this be done in a way that not interfere with that?

Hm, nope it doesn't. This adds an overlay which has no impact on the rest of the scene. I'm not sure what you're referring to. Or are you commenting on the right patch? The one centering the camera on the linemesh bounding cuboid center would do that, but that's what Lays asked me to do.

ervin updated this revision to Diff 40456.Aug 26 2018, 9:05 AM

Applying the style script

rizzitello accepted this revision.Aug 26 2018, 10:57 AM
This revision is now accepted and ready to land.Aug 26 2018, 10:57 AM
This revision was automatically updated to reflect the committed changes.