-Added animation system that is capable of playing animation clips. PoseGenerator is responsible for taking all of the data and generating a final pose for a skinned mesh. Currently it just supports playing an animation clip. In the future we can have blending, Inverse Kinematics, Ragdoll movers etc. All an entity needs is a PoseGeneratorComponent
-Changed how vertex buffer creation worked, supporting all data types of the same size with a small sacrifice to speed
-Added in backface culling options for meshes
-Added skinned mesh support to the renderer
-Added skinned shaders where they were needed throughout the rendering pipeline
-Added accurate GPU Timers for OpenGL
-Along with that I added a window that shows all performance statistics like draw calls, and timers for various phases of our render passes
-Cleaned up some of the old UI code by removing and substituting any functionality into the engine. Just need a WaterComponent and I can get rid of all the old code once and for all
-Added animation system that is capable of playing animation clips. PoseGenerator is responsible for taking all of the data and generating a final pose for a skinned mesh. Currently it just supports playing an animation clip. In the future we can have blending, Inverse Kinematics, Ragdoll movers etc. All an entity needs is a PoseGeneratorComponent -Changed how vertex buffer creation worked, supporting all data types of the same size with a small sacrifice to speed -Added in backface culling options for meshes -Added skinned mesh support to the renderer -Added skinned shaders where they were needed throughout the rendering pipeline -Added accurate GPU Timers for OpenGL -Along with that I added a window that shows all performance statistics like draw calls, and timers for various phases of our render passes -Cleaned up some of the old UI code by removing and substituting any functionality into the engine. Just need a WaterComponent and I can get rid of all the old code once and for all