* 'FixedFunc' technique were wiped out entirely. Not useful since now we choose default technique based on caps anyway.
^ Make sure to fix your materials by removing the 'FixedFunc' name from your fixed pipeline techniques! Or remove then entirely if the material doesn't support OpenGL1 ... git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9546 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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55d75c5abc
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@ -15,7 +15,4 @@ MaterialDef Bloom {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -30,7 +30,4 @@ MaterialDef Radial Blur {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -15,7 +15,4 @@ MaterialDef Bloom {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -55,7 +55,7 @@ MaterialDef Phong Lighting Deferred {
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}
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}
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Technique FixedFunc {
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Technique {
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}
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}
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@ -275,7 +275,7 @@ MaterialDef Phong Lighting {
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}
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}
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Technique FixedFunc {
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Technique {
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LightMode FixedPipeline
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}
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@ -2,7 +2,7 @@ MaterialDef Colored Textured {
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MaterialParameters {
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Texture2D ColorMap
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Color Color
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Color Color (Color)
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}
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Technique {
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@ -14,7 +14,7 @@ MaterialDef Colored Textured {
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}
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}
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Technique FixedFunc {
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Technique {
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}
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}
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@ -84,7 +84,7 @@ MaterialDef Point Sprite {
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}
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}
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Technique FixedFunc {
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Technique {
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RenderState {
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Blend AlphaAdditive
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// DepthWrite Off
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@ -22,6 +22,6 @@ MaterialDef Sky Plane {
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SPHERE_MAP : SphereMap
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}
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}
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Technique FixedFunc {
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Technique {
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}
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}
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@ -3,8 +3,8 @@ MaterialDef Unshaded {
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MaterialParameters {
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Texture2D ColorMap
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Texture2D LightMap
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Color Color ( Color )
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Boolean VertexColor
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Color Color (Color)
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Boolean VertexColor (UseVertexColor)
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Boolean SeparateTexCoord
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// Texture of the glowing parts of the material
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@ -30,6 +30,9 @@ MaterialDef Unshaded {
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}
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}
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Technique {
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}
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Technique PreNormalPass {
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VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
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@ -42,9 +45,7 @@ MaterialDef Unshaded {
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}
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RenderState {
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}
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}
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@ -63,8 +64,4 @@ MaterialDef Unshaded {
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HAS_GLOWCOLOR : GlowColor
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}
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}
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Technique FixedFunc {
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}
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}
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@ -37,7 +37,4 @@ MaterialDef Bloom {
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DO_EXTRACT : Extract
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}
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}
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Technique FixedFunc {
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}
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}
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@ -42,7 +42,4 @@ MaterialDef Cartoon Edge {
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Resolution
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}
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}
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Technique FixedFunc {
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}
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}
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@ -34,8 +34,4 @@ MaterialDef CrossHatch {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -19,7 +19,4 @@ MaterialDef Depth Of Field {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -15,6 +15,4 @@ MaterialDef FXAA {
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Resolution
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}
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}
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Technique FixedFunc {
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}
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}
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@ -27,8 +27,4 @@ MaterialDef Fade {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -32,8 +32,4 @@ MaterialDef Fade {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -32,8 +32,4 @@ MaterialDef GammaCorrection {
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COMPUTE_LUMA : computeLuma
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}
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}
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Technique FixedFunc {
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}
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}
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@ -35,7 +35,4 @@ MaterialDef Light Scattering {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -29,8 +29,4 @@ MaterialDef Default GUI {
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}
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}
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Technique FixedFunc {
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}
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}
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@ -25,8 +25,4 @@ MaterialDef Posterization {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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@ -43,9 +43,4 @@ MaterialDef SSAO {
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}
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}
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Technique FixedFunc {
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}
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}
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@ -49,9 +49,4 @@ MaterialDef SSAOBlur {
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RESOLVE_DEPTH_MS : NumSamplesDepth
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}
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}
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Technique FixedFunc {
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}
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}
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@ -28,7 +28,4 @@ MaterialDef Simple Water {
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CameraPosition
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}
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}
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Technique FixedFunc {
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}
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}
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@ -84,7 +84,4 @@ MaterialDef Advanced Water {
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}
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}
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Technique FixedFunc {
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}
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}
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@ -66,7 +66,9 @@ public class J3MLoader implements AssetLoader {
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private TechniqueDef technique;
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private RenderState renderState;
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private String shaderLang;
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private String vertLanguage;
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private String fragLanguage;
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private String vertName;
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private String fragName;
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@ -86,18 +88,20 @@ public class J3MLoader implements AssetLoader {
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// <TYPE> <LANG> : <SOURCE>
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private void readShaderStatement(String statement) throws IOException {
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String[] split = statement.split(":");
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if (split.length != 2){
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if (split.length != 2) {
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throw new IOException("Shader statement syntax incorrect" + statement);
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}
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String[] typeAndLang = split[0].split(whitespacePattern);
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if (typeAndLang.length != 2){
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if (typeAndLang.length != 2) {
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throw new IOException("Shader statement syntax incorrect: " + statement);
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}
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shaderLang = typeAndLang[1];
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if (typeAndLang[0].equals("VertexShader")){
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if (typeAndLang[0].equals("VertexShader")) {
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vertName = split[1].trim();
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}else if (typeAndLang[0].equals("FragmentShader")){
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vertLanguage = typeAndLang[1];
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} else if (typeAndLang[0].equals("FragmentShader")) {
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fragName = split[1].trim();
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fragLanguage = typeAndLang[1];
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}
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}
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@ -399,11 +403,17 @@ public class J3MLoader implements AssetLoader {
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private void readTechnique(Statement techStat) throws IOException{
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String[] split = techStat.getLine().split(whitespacePattern);
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if (split.length == 1){
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if (split.length == 1) {
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technique = new TechniqueDef(null);
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}else if (split.length == 2){
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technique = new TechniqueDef(split[1]);
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}else{
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} else if (split.length == 2) {
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String techName = split[1];
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if (techName.equals("FixedFunc")) {
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throw new UnsupportedOperationException(
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"In material: " + key + "\nThe 'FixedFunc' technique name no longer has any special meanining.\n"
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+ "To support fixed pipeline mode, remove that technique's name entirely.");
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}
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technique = new TechniqueDef(techName);
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} else {
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throw new IOException("Technique statement syntax incorrect");
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}
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@ -412,14 +422,15 @@ public class J3MLoader implements AssetLoader {
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}
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if (vertName != null && fragName != null){
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technique.setShaderFile(vertName, fragName, shaderLang);
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technique.setShaderFile(vertName, fragName, vertLanguage, fragLanguage);
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}
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materialDef.addTechniqueDef(technique);
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technique = null;
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vertName = null;
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fragName = null;
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shaderLang = null;
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vertLanguage = null;
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fragLanguage = null;
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}
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private void loadFromRoot(List<Statement> roots) throws IOException{
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@ -925,14 +925,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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private void autoSelectTechnique(RenderManager rm) {
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if (technique == null) {
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// NOTE: Not really needed anymore since we have technique
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// selection by caps. Rename all "FixedFunc" techniques to "Default"
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// and remove this hack.
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if (def.getTechniqueDef("FixedFunc") != null && !rm.getRenderer().getCaps().contains(Caps.GLSL100)) {
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selectTechnique("FixedFunc", rm);
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} else {
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selectTechnique("Default", rm);
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}
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selectTechnique("Default", rm);
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} else {
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technique.makeCurrent(def.getAssetManager(), false);
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}
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@ -157,10 +157,10 @@ public class MaterialDef {
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*
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* @param technique The technique definition to add.
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*/
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public void addTechniqueDef(TechniqueDef technique){
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if (technique.getName().equals("Default")){
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public void addTechniqueDef(TechniqueDef technique) {
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if (technique.getName().equals("Default")) {
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defaultTechs.add(technique);
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}else{
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} else {
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techniques.put(technique.getName(), technique);
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}
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}
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@ -13,7 +13,6 @@ MaterialDef Default GUI {
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}
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}
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Technique FixedFunc {
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Technique {
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}
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}
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@ -12,7 +12,7 @@ MaterialDef Default GUI {
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}
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}
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Technique FixedFunc {
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Technique {
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}
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}
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@ -14,7 +14,7 @@ MaterialDef Default GUI {
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}
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}
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Technique FixedFunc {
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Technique {
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}
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}
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@ -35,7 +35,6 @@ MaterialDef Terrain {
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}
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}
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Technique FixedFunc {
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Technique {
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}
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}
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@ -27,7 +27,6 @@ MaterialDef Terrain {
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}
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}
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Technique FixedFunc {
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Technique {
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}
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}
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@ -232,7 +232,7 @@ MaterialDef Terrain Lighting {
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}
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}
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Technique FixedFunc {
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Technique {
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LightMode FixedPipeline
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}
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