Nehon
04f8956992
Revert back to merge sort for geometry sorting.
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Some issues have been reported, and are difficult to track as they happen randomly.
10 years ago
Nehon
d17bdb6485
BatchNode and GeometryBatchFactory now can handle normalized buffers.
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Also added a check in BatchNode that was present in GeometryBatchFactory
10 years ago
jmekaelthas
e5cba265eb
Bugfix: improved the computation precision for bezier curves (using
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float's caused animations to be visibly different from the blender ).
10 years ago
jmekaelthas
5842613c2b
Bugfix: fixed a bug in skeleton animation constraints applying
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procedure.
10 years ago
jmekaelthas
676ea17465
Bugfix: applying traditional face triangulation when the new algorithm
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fails.
10 years ago
normen
068ab69ed9
Merge pull request #171 from relu91/master
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Nifty Editor integration
10 years ago
relu91
41c4087203
Merge branch 'experimental'
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With new nifty-editor. Added templates for styles and control .
10 years ago
jmekaelthas
6e21b0527c
Feature: new triangulation modifier.
10 years ago
relu91
415090e989
Merge commit '3cbb158b81a53190ba4074bc3ae0b6b5a0f515d1'
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Nifty-Editor prototype
10 years ago
relu91
cc010862a9
Manage style and control
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Added a import action fro style and controls , also nifty-editor library
is updated with the last style&control handling feuture
10 years ago
Nehon
124b5e51da
Fix an issue in the ShaderGenerator where it was unable to find the main function in a shader source when there were additional spaces.
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Also made the error more explicit when the matching fail.
10 years ago
Nehon
d33853d393
MaterialDebugAppState now properly applies renderStates
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Added a set method in RenderState
10 years ago
relu91
4506397b9c
Added icon attribution
10 years ago
relu91
cdf0029e37
Gui pack
10 years ago
relu91
74c14377e2
Code cleaning
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I cleaned a bit the code creating some other packages and deleting old
unused classes
10 years ago
relu91
5033f7eb2d
Add the possibility to save on the Visual component
10 years ago
relu91
81ba23a2e2
Bug fixing
10 years ago
normen
d921847f35
Merge pull request #169 from GreenCubes/master
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Fix and extend FBX file loader
10 years ago
Rena4ka
f28c31d851
Fix and extend FBX file loader
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Fix using AssetManager.loadModel() with fbx file causing to throw
AssetLoadException.
Implemented loading of new file format .fba - .fbx file with animation
mapping.
10 years ago
normen
fb40a14de2
Merge pull request #167 from GreenCubes/master
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Implemented FBX model loader
10 years ago
normen
656886867d
Merge pull request #165 from davidB/wip_jbullet_update
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jbullet: refactor PhysiscSpace.addAll/removeAll
10 years ago
tort32
e5002c1428
Implemented FBX file loader
10 years ago
Rena4ka
478ca7b843
Implemented FBX file parsing
10 years ago
David Bernard
3c72c065ad
bullet: refactor PhysiscSpace.addAll/removeAll
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- only add joint with current PhysicNode is BodyA
- => avoid logging warning
- => fix a previous bug in test about getBodyA when adding/removing BodyB
- remove optimisation that by-pass routing made by add()/remove()
10 years ago
Nehon
b7433b99f7
Fixed issue in SkeletonControl applySkinningTangents where weight data index was not converted to unsigned byte.
10 years ago
Rémy Bouquet
37b6a2063a
Merge pull request #156 from ChristianGaertner/patch-1
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[Bounding] Minor JavaDoc fix
10 years ago
pspeed42
2d549ea833
Modified to keep its projectionMatrixOverride around
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to avoid garbage creation in setClipPlane().
10 years ago
Nehon
ca6d3f4e73
Commented out a line in the OglesShaderRenderer (android) that was occasionally causing a crash on android.
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This line was already commented in other renderers, and I have to admit I have no clue of what it does except crashing the app
10 years ago
pspeed42
ed443bcfa2
Modified Camera.setClipPlane() to avoid garbage
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creation using tempvars. Only a new matrix is
created now and I think I can get rid of that, too.
10 years ago
pspeed42
e0ee685466
Added a second vect4f to tempvars so renamed the
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first one to follow other conventions. Seems like
Material is the only thing using it (and I think it
could get away with a vec3 really but no harm done).
10 years ago
pspeed42
079c4c6482
Only allocate the array list when there are results.
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A small thing... but significant in some use-cases.
10 years ago
pspeed42
a47fb27e56
WaterUtils tries to hard to avoid allocation... I
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fixed three cases that were causing new Vector3fs
to be created.
10 years ago
pspeed42
c98a348fd2
Was a little overzealous in my Float conversion and
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converted some stuff that only needs to be float.
Undid that.
10 years ago
pspeed42
3cf0e35a17
Added a setFloat() that takes a Float to avoid
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auto-boxing in the case where a Float is already
at hand.
10 years ago
pspeed42
1185d2099b
Avoid some teeny-tiny per frame allocations by
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only creating a new Plane() and setting the water
height uniform when the water height changes.
Also got rid of the redundant dot() product and
Vector3f allocation in the process.
10 years ago
pspeed42
c0465b73a8
Added a newFrame() method to UniformBindingManager
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to signal the beginning of a frame. Currently this
just grabs the time and tpf values once so as to avoid
per-material Float allocation and time drift within a
frame.
RenderManager now calls this at the beginning of the
root-level render() method.
10 years ago
pspeed42
852ae28605
Removed the redundant camera.update() calls.
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Switched many of the lists to SafeArrayList to avoid
per frame iterator allocations.
10 years ago
pspeed42
5d6d2b9bd7
Commented out the onFrameChange() in update() because
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its redundant.
Modified setGuiBounding to call the new setCenter(x,y,z)
method instead of allocating a Vector3f each time. (This
method is called any time someone sneezes.)
Fixed a missing line feed in a javadoc comment.
10 years ago
pspeed42
efd6f0bf66
Avoid per-render iterator allocations by using the
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SafeArrayList.getArray() method.
10 years ago
pspeed42
6625e572f5
Keep the scene and processor lists as SafeArrayList
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for faster/cleaner iteration.
10 years ago
pspeed42
34b4eebb81
Avoid allocation of a temporary float[] array
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and avoid allocation of a needless Vector3f array.
10 years ago
pspeed42
28adc784a9
Allow the center to be set without creating a
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new Vector3f first.
10 years ago
pspeed42
97b8cb7435
Let triangle intersections fall right on the edge
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the diagonal.
10 years ago
Julien Gouesse
2bca84a43d
Ports all changes done on the official renderer during several months to the JOGL renderer (I thank a lot the lazy developers)
10 years ago
Julien Gouesse
44f7e8bb84
Updates JOGL (2.2.0)
10 years ago
relu91
ba848391dd
UndoSupport, now the editor will reload the gui only if file is changed and some property editors. Also xml auto completition and XmlNavigator
10 years ago
David Bernard
42ae669c6d
jbullet: refactor PhysiscSpace.addAll/removeAll
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- only add joint with current PhysicNode is BodyA
=> avoid logging warning
=> fix a previous bug in test about getBodyA when adding/removing BodyB
- remove optimisation that by-pass routing made by add()/remove()
10 years ago
pspeed42
1b0f6d0f59
Fix for proper collision distance based on
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precedent. "I had one job..."
10 years ago
pspeed42
0633c0c5bc
Fixed an accidental sharing of temp vars vects
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that turned out to matter.
10 years ago
pspeed42
d5e20d53d0
Implemented accurate bounding sphere to triangle
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collision. The old code had an implementation but
it missed tons of cases.
For 100,000 random points, the old way would process
that in about 12+ ms. The new way does it in about
18+ ms... but the old way missed 643 collisions
(180 versus 823).
Plus, with the new way accurate contact normal and
contact point can be provided trivially... so it is.
10 years ago