added data structure for animation
added a new project to the repo: a Collada importer using Assimp to load
animation data. It is still not 100% complete
updated TODO and CB::project file
Fixed coordinate systems for bones and animations. Next step is to make
keyframe time-interpolation
created and tested an animation channel seek function (find the first key
frame preceeding a given value for time in seconds). The next step is
writing a function that interpolates key frames
added a new class template "TimeSeries" for use with animation. It is
untested, and requires some refactoring to test. This commit is a backup
forgot cbp file
new TimeSeries template successful!
Backup before including bone matrices in the main shader
Next step is vertex weights
started working on binary geometry importer, with the bone weights
processing compromising most of the complication
included skinning in the animation, it rotates the wrong way for some
reason...
animation system up and running. Don't know why bone matrices must be
transposed before sending as uniforms, while other matrices must not...
made importer handle models without UV coordinate channel 0
fixed texture coordinates in importer
fixed animations import for human model, looks like IK on the legs is
not baked.
Finally fixed animations. The issue: Quaternion slerp oscillated between
two possible solutions q1, -q1 representing the same rotation. Added code
that always chooses q such that q1 dot q2 > 0
added post-processing support (glow effect example)
Created a shader base class that takes care of generic tasks like loading
shaders from text files and switching to the current shader
In the process of implementing shadow mapping