ousttrue
3187078011
private
2023-02-09 19:01:50 +09:00
ousttrue
7572ce5ded
Func<(Texture2D, bool IsDisposable)>
2023-02-09 19:01:29 +09:00
ousttrue
04f409aa1f
(Texture2D Texture, bool IsDisposable)
2023-01-26 15:24:25 +09:00
ousttrue
6d42ba01e3
remove IDisposableResourceList
...
* UnityEngine.Object => UnityEngine.Texture2D
2023-01-26 15:18:07 +09:00
ousttrue
b1825e8968
IDisposableResourceList
...
Dispose a texture if `TextureConverter.CopyTexture` is used.
2023-01-25 18:45:20 +09:00
ousttrue
a79e6b4a5b
ITextureExporter inherit IDisposable
...
update ITextureExporter interface
2023-01-25 18:23:55 +09:00
Masataka SUMI
0a7ac08dac
specify a Shader instead of a string in MaterialDescriptor.
2022-12-05 17:21:20 +09:00
Masataka SUMI
847b2703bc
Remove concrete VRM shader's info from UniGLTF.
2022-12-05 17:03:48 +09:00
Masataka SUMI
2f915b4777
Take off responsibility of determining shaders from ImporterContext.
2022-12-05 16:30:43 +09:00
Masataka SUMI
aed1d170d4
make MaterialDescriptor class
2022-12-05 16:05:20 +09:00
ousttrue
1ca2d14100
Merge pull request #1904 from Santarh/suppressPreprocessor
...
Use static getter instead of preprocessors.
2022-11-04 14:06:37 +09:00
Masataka SUMI
f8ac8075e7
use static getter instead of preprocessors.
2022-11-03 20:58:14 +09:00
Masataka SUMI
fd293b5f4c
fix
2022-11-03 18:34:13 +09:00
Masataka SUMI
29c4686af4
Suppress warning logs when loading vrm10 models.
2022-11-03 18:30:09 +09:00
ousttrue
b18e5cd63b
VRM10Object を作成するステップ
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* VRM10Object が無いときにエラー表示
* VRM10Object が無ければ VRM10Instance を停止させる
2022-10-26 14:27:36 +09:00
ousttrue
05a7cda9e1
remove ThisType? field. #1866
2022-10-24 17:56:22 +09:00
ousttrue
d71ed12f2b
Editor向け機能の切り分け忘れ
2022-10-07 13:38:12 +09:00
ousttrue
85f4e22a98
typo
2022-10-04 17:55:49 +09:00
ousttrue
b0e20b95e4
Revert "typo rename UnityObjectDestoyer to UnityObjectDestroyer"
...
This reverts commit a8d5704a0f .
2022-10-03 18:09:05 +09:00
ousttrue
a8d5704a0f
typo rename UnityObjectDestoyer to UnityObjectDestroyer
2022-10-03 17:56:36 +09:00
ousttrue
85702ea5b0
GltfViewer
2022-10-03 14:16:17 +09:00
Masataka SUMI
413ed64355
Fix a importing error when the model using KHR_texture_basisu extension.
2022-09-12 22:11:48 +09:00
Takayuki Matsuoka
a68d0122ce
BREAKING CHANGE: Introduce NextFrameIfTimedOut as a new interface method of IAwaitCaller
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This is a breaking change since it introduces new interface method to IAwaitCaller.
----
NextFrameIfTimedOut() is added to IAwaitCaller. The following inheritors also introduce the method.
- ImmediateCaller.NextFrameIfTimedOut() just invokes NextFrame().
- RuntimeOnlyAwaitCaller.NextFrameIfTimedOut() invokes NextFrame() if timed out. Otherwise, do nothing.
- RuntimeOnlyNoThreadAwaitCaller.NextFrameIfTimedOut() works same as RuntimeOnlyAwaitCaller.
Constructor of RuntimeOnlyAwaitCaller and RuntimeOnlyNoThreadAwaitCaller
now take argument of timeout in seconds. The default value is 1/1000 (1 milliseconds).
See also:
https://github.com/vrm-c/UniVRM/pull/1781#pullrequestreview-1100131840
2022-09-08 17:39:05 +09:00
Takayuki Matsuoka
935afcb80d
Add new pseudo method NextFrameIfTimedOut to RuntimeOnlyAwaitCaller
...
This change adds (pseudo) method RuntimeOnlyAwaitCaller.NextFrameIfTimedOut()
which invokes NextFrame() if given time is elapsed. Otherwise, it does nothing.
We'll be able to utilize this (pseudo) method to ease possible cause of spikes.
For example:
----
public class VRMImporterContext : ImporterContext {
protected override async Task OnLoadHierarchy(IAwaitCaller awaitCaller, ...) {
...
var blendShapeList = VRM.blendShapeMaster.blendShapeGroups;
if (blendShapeList != null && blendShapeList.Count > 0) {
foreach (var x in blendShapeList) {
await awaitCaller.NextFrameIfTimeout();
BlendShapeAvatar.Clips.Add(await LoadBlendShapeBind(awaitCaller, x, transformMeshTable));
}
}
...
}
}
----
Note that this change doesn't add NextFrameIfTimeout() to IAwaitCaller to avoid
breaking change. This limitation introduces extra (maybe unnecessarily) complexity.
2022-09-07 17:51:10 +09:00
ousttrue
41e8628ae8
Merge pull request #1765 from ousttrue/fix/use_optional_for_index
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glTFTexture.source type to int?
2022-09-05 19:05:26 +09:00
ousttrue
f2d587e09f
glTFTexture.source type to int?
2022-08-05 21:13:32 +09:00
ousttrue
1ca7a8684d
WebGLの動作確認用
2022-07-26 14:30:51 +09:00
ousttrue
c0d7869258
より上流で防御
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* Vector には Color も入っているぽい(Vector4 と Colorは実質同じ)
* Texture が無いときにも OffsetScale が入っているケースがある
2022-06-08 17:42:31 +09:00
ousttrue
b90c5026a6
unity-2021 では SetVector により offset, scale をセットするとエラー Property PROP_NAME already exists in the property sheet with a different type: 5 が発生する。
2022-06-07 17:37:07 +09:00
ousttrue
61422eb94c
VRMShaders.GLTF.IO.Runtime から UniUnlit への参照を除去。MaterialFallback.cs にフォールバック情報を移動
2022-06-02 14:43:31 +09:00
ousttrue
090d86ba60
default material
2021-12-22 18:25:27 +09:00
Masataka SUMI
e6dba4c9c5
Can export metallic roughness occlusion correct.
2021-12-22 17:40:04 +09:00
Masataka SUMI
8059fe46d4
VRM_DEVELOP シンボル未定義時に unreachable code detected warning が出るのを抑制
2021-12-10 17:15:07 +09:00
ousttrue
89a346d0fe
Merge pull request #1409 from ousttrue/fix10/fix_shared_accessor_convert_twice
...
同一のバイト列を参照するBufferAccessor が複数回、座標変換(右手・左手変換)されるのを回避する
2021-12-09 19:27:26 +09:00
ousttrue
569e0ca147
add VRMShaders.Symbols
2021-12-09 16:34:44 +09:00
Masataka SUMI
8cff4f52ec
make public
2021-12-09 15:18:16 +09:00
Masataka SUMI
f3b3dce186
読み込み時、MIME type による Validation ログを出す
2021-12-08 19:20:55 +09:00
Masataka SUMI
d5f7179424
不要なため、TextureDescriptor から Image file の情報を削除
2021-12-08 19:05:58 +09:00
Masataka SUMI
c96d4c1331
Image の MimeType を ITextureDeserializer に伝達する
2021-12-08 19:01:22 +09:00
Masataka SUMI
0feffcd5ef
Merge branch 'master' of https://github.com/vrm-c/UniVRM into textureDeserializerInterface
2021-12-07 18:29:43 +09:00
Masataka SUMI
7120997e3a
ITextureDeserializer のインタフェース変更。Sampler はインタフェース実装者が適用する。
2021-12-07 18:12:33 +09:00
Masataka SUMI
6fed2d0f2a
ITextureSerializer に、出力予定アセットに対する事前処理の定義を追加
2021-12-04 02:00:04 +09:00
notargs
adcf43dcbe
Merge remote-tracking branch 'upstream/master' into readonly_struct_material_descriptor
2021-10-25 17:02:13 +09:00
notargs
700f033fd7
MaterialDescriptorをreadonly structに変更
2021-10-25 16:52:55 +09:00
Masataka SUMI
4d6bf7d614
不要なフォールバックになったので削除する
2021-10-22 17:10:13 +09:00
Masataka SUMI
92f09afdab
comment
2021-10-14 21:10:08 +09:00
Masataka SUMI
7b085d9b5d
make internal
2021-10-14 19:43:00 +09:00
Masataka SUMI
6f7e2b7ab4
Fix infinite loop
2021-10-14 19:33:41 +09:00
Masataka SUMI
cb1e30a195
RuntimeOnlyAwaitCaller を実装
2021-10-14 19:18:44 +09:00
Masataka SUMI
4743ad7c57
mv
2021-10-14 18:19:15 +09:00