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--[Bugfix/Refactor]-PBR Skin Rendering Prep/Bugfixes. #2222
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LGTM! Left some very minor comments.
Corrade::Containers::arrayResize(jointTransformations_, jointCount); | ||
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As discussed, there is a transform issue when projecting the environment map.
For reference, see the mirror in this video.
pbr_test-2023-10-02_11.50.20.mp4
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I'm reverting the changes to the PBR shader using camera space vs world space until this issue with IBl being calculated in camera space can be addressed properly. |
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LGTM! The issue is fixed with the latest iteration.
--promote shader key derivation to base Drawable --move ownership of lightSetup and skinData to base Drawable.
The visual artifacts from turning off backface culling seem to have been addressed with the changes in the new PBR shader.
Removes unnecessary calculations separating and recombining Model and View matrices every draw. NOT WORKING : IBL contributions need to be calculated in World space so that reflections are correct.
This reverts commit b1de9d2.
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Motivation and Context
This PR addresses the following issues/refactors :
The PBR shaders were originally implemented to perform calculations in model space, while the Phong and Flat shaders work in Camera space (ModelView transform). This caused the PBR shader to perform many redundant matrix multiplications unnecessarily. This distinction has been removed, and now PBR operates in Camera space, just like Phong and Flat shaders.This change is temporarily reverted until a reasonable solution to calculating IBL properly in camera space can be derived.How Has This Been Tested
All c++ and python tests pass locally
Types of changes
Checklist