forked from cgvr/DeltaVR
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afb8af4ee2
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| 16a621c2b9 |
@@ -10,7 +10,6 @@
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* mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
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* mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
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* mustad kiired on halvasti nähtavad pruuni materjali taustal
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* mustad kiired on halvasti nähtavad pruuni materjali taustal
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* kui üks config completed, siis mängijale aru saada: sound effect, "loading"
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* kui üks config completed, siis mängijale aru saada: sound effect, "loading"
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* mudeli genereerimine: randomly generated unique seed, mitte 42
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* mikri vana tekst ei kao ära
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* mikri vana tekst ei kao ära
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* archery range:
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* archery range:
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* kui midagi laeb (wire aktiivne), siis particle'id voolavad mööda toru
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* kui midagi laeb (wire aktiivne), siis particle'id voolavad mööda toru
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@@ -21,8 +20,8 @@
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* klaas on näha temast eespool
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* klaas on näha temast eespool
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* pööramine kaamera poole - sujuvalt (slerp)
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* pööramine kaamera poole - sujuvalt (slerp)
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* küsida Danielilt asukoha kohta
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* küsida Danielilt asukoha kohta
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* proovida läppari peal käima saada
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### Notes
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### Notes
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* TRELLIS: added functionality to specify texture baking optimisation total steps as an argument (`texture_opt_total_steps`), to replace the hardcoded 2500. But this is not tracked in Git (because modified this https://github.com/IgorAherne/trellis-stable-projectorz/releases/tag/latest)
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* TRELLIS: added functionality to specify texture baking optimisation total steps as an argument (`texture_opt_total_steps`), to replace the hardcoded 2500. But this is not tracked in Git (because modified this https://github.com/IgorAherne/trellis-stable-projectorz/releases/tag/latest)
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* Custom Shader Variant Collection to include glTF-pbrMetallicRoughness shader in build
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@@ -2,7 +2,6 @@ using Newtonsoft.Json.Linq;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Net.Http;
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using System.Net.Http;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine;
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@@ -37,9 +36,10 @@ public class TrellisClient : MonoBehaviour
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public async Task<byte[]> GenerateModel(
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public async Task<byte[]> GenerateModel(
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string imageBase64,
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string imageBase64,
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int seed = 42,
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int pollIntervalMs = 1000)
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int pollIntervalMs = 1000)
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{
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{
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int seed = UnityEngine.Random.Range(0, 999999);
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// --- Set generation parameters (form-encoded, like Python requests.post(data=params)) ---
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// --- Set generation parameters (form-encoded, like Python requests.post(data=params)) ---
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var form = new Dictionary<string, string>
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var form = new Dictionary<string, string>
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{
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{
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14
Assets/_PROJECT/glTFPbrMetallicRoughness.shadervariants
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14
Assets/_PROJECT/glTFPbrMetallicRoughness.shadervariants
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@@ -0,0 +1,14 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!200 &20000000
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ShaderVariantCollection:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: glTFPbrMetallicRoughness
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m_Shaders:
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- first: {fileID: -6465566751694194690, guid: b9d29dfa1474148e792ac720cbd45122,
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type: 3}
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second:
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variants: []
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b852f2aeb9fb71a4aaab9e2d500dc3dc
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 20000000
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userData:
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assetBundleName:
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assetBundleVariant:
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