New 3D renderer parity with old renderer

Captain's Log: Stardate 78217.3

Today I pretty much got the new 3D renderer back to feature parity with the old renderer. It now can show the highlight animation for selected entities, can dynamically set the color of Link objects depending on their type, can display a 2D layer for the selection box, and display the animations for mic intensity and compression. This all turned out to be easier than I expected, as the default Filament materials have properties that I was able to use without having to compile my own materials.

This means that 3D editing is back to being fully usable, which is nice. This allowed me to actually go through and remove all of the remaining vestiges of my hand-rolled OpenGL renderer. Even with the crappy 3D models that I created, things are starting to look really nice with the new renderer:

But while 3D editing is working, you may notice that the circular buttons that are supposed to hover over the 3D view are still not implemented (the ones for changing snap-to-grid, resetting the simulation, etc). This is still a work in progress. There are numerous other little things I need to fix. For example, I just noticed before writing this post that in fullscreen mode on MacOS the 3D graphics window is not sized correctly.

In other news, I finally fixed the Windows file browser. Users had noticed that the custom file browser I was using was annoying: if you didn't add .ank to a file name it just aborted the whole process and made you start over, ugh. I never wanted to use that busted browser, but there's a JUCE bug that I had not yet found a workaround for with the native one. Anyway, today I found a workaround and we're back to using a file browser that doesn't screw you over.


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