Alrik
f9f3c0185e
Merge branch 'master' of https://github.com/jMonkeyEngine/jmonkeyengine.git
9 years ago
Paul Speed
b006204c0f
Various warning-related cleanups. Added @Overrides
...
and removed some manual unboxing.
9 years ago
Paul Speed
3189323c2f
Converted manual array + list management over to just use SafeArrayList.
...
It was a class added after this code.
9 years ago
Paul Speed
46794e251d
Allow the caller to override the axis' default dead
...
zone configured at startup.
9 years ago
Paul Speed
2a2c71dadf
Modified to pay attention to the joystick axis'
...
dead zone if it is larger than the globally defined
dead zone.
9 years ago
Paul Speed
84ccd71873
Added additional information to the range check exception.
9 years ago
Paul Speed
14e84a4dd7
Added a constructor that just takes the service's
...
default channel.
9 years ago
Paul Speed
99742a76f2
Added additional trace logging.
9 years ago
Paul Speed
15afcfb735
Added the error information to the toString() if
...
there is error information to show.
9 years ago
jmekaelthas
8958459ef9
Bugfix: fixed a bug that caused NURB lines did not use their proper
...
resolution.
9 years ago
jmekaelthas
7e185b25df
Bugfix: fixed a bug that caused Bezier objects to use only the vertices
...
of its first bezier line (out of many).
9 years ago
jmekaelthas
153cb27d78
Bugfix: fixed error in Inverse Kinematics constraint (animations with
...
these constraint should look better now, although not yet perfect ;).
9 years ago
Nehon
1276dc583e
Point Of Interest light probe blending start of implementation : basic structure, probes selection and blend factor computation.
9 years ago
Nehon
9fd90ab799
Merge branch 'master' into PBRisComing
9 years ago
Nehon
6b262e56c8
Fixed the javadoc fixes :D
9 years ago
Nehon
e5608d6e38
Merge branch 'master' into PBRisComing
9 years ago
Nehon
2648f67b34
Javadoc in RenderManager : Fixed some typos and added some for light mode methods.
9 years ago
Nehon
52154e1cea
Introduced a LightProbeBlendingStrategy, that can be passed to the default light filter upon construction.
...
It sets how multiple LightProbes will be blended or selected for the final render.
This is meant to be highly customizable as there are already several strategies with pros and cons in the industry and some may arise in the future.
9 years ago
Kirill Vainer
d5ba6b92bd
Merge pull request #384 from Dokthar/fix_physicsRigidBody_read
...
fix #383 : in PhysicsRigidBody the old statement in read() (l.741) was always false
9 years ago
Paul Speed
197ed33c9e
Added some missing @Overrides and finals.
9 years ago
Paul Speed
388a8a8bd7
Added a bunch of lower level logging that can be
...
used to either watch traffic or debug serialization
issues, etc..
Went ahead and instrumented the service manager while
I was at it... and fixed a potential NPE in the AbstractService's
toString() method.
Fixed a bug in the DefaultClient where it couldn't be shutdown
if attempted before the services had been started.
9 years ago
Dokthar
00c687b4d8
fix #383 : in PhysicsRigidBody the old statement in read() (l.741) was always false
9 years ago
Nehon
fcff7f6933
Merge branch 'master' into PBRisComing
9 years ago
Nehon
022899c199
Changed the way texture previews are done in the SDK.
...
All texture loading is now done on JME's thread and not on the awt thread anymore to avoid to stall the UI when loading big textures.
9 years ago
Julien Gouesse
361cb0893a
Merge pull request #379 from davidB/fix_opengl3
...
jogl: use pixel unit for window's dimension (fix issue on MaxOS X)
9 years ago
Nehon
cedb4d3c3e
Merge branch 'master' into PBRisComing
9 years ago
Nehon
50a9a8636b
HDRLoader, reverted the change that loaded the HDR files in sRGB space, since the specs says that data is in linear space for this format.
9 years ago
Nehon
ec8e7d6713
The LightProbe is now treated apart from other lights in the rendering pass as the Ambient light is and is always rendered on the first pass if there are several passes.
9 years ago
Nehon
6c2396f023
Used the proper Lod finction in the reflect debug material
9 years ago
Nehon
f010f1be59
Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps.
9 years ago
Nehon
31d271d972
Changed the way indirect lighting is toggled on or of, there was silly problems with previous commit.
9 years ago
Nehon
e438ad0928
LightProbe maps can now be re rendered in the engine and in the SDK
9 years ago
Nehon
20ec2f0797
Merge branch 'master' into PBRisComing
9 years ago
Nehon
822d327236
Image now properly save it's colorSpace when saved
9 years ago
Nehon
d92171b153
Fixed LightProbe Saving and Loading
9 years ago
Nehon
667afa9ef3
SDK : the probe radius is now a dashed lines cirle
9 years ago
Nehon
aa067ef60d
Merge branch 'master' into PBRisComing
9 years ago
Nehon
ad4634ce04
.hdr files are now loaded in sRGB color space as there is no reason it should be loaded in linear space.
9 years ago
Nehon
7734492c66
Some cleanup
9 years ago
Nehon
0929bb2845
Added a way to change the lightProbe radius in the property panel
9 years ago
Nehon
49c6705bcc
Better LightProbe radius shape
9 years ago
Nehon
866bf8d694
Added a light gizmo for light probe. Refactored the way light markers were done
9 years ago
Paul Speed
d57147e392
A small optimization. The BitmapTextPage does not
...
require custom updates so it now signifies that.
9 years ago
Paul Speed
cde35a005a
Just fixing an indent.
9 years ago
Paul Speed
31cab674b3
Removing the dodgy 'optimization' that broke some people and caused other 'makeup' changes to better support the dodginess.
...
(And I do realize I have the benefit of analyzing the aftermath, hindsight is 20/20, etc.) Included a big long comment about the right way to implement this optimization.
9 years ago
Paul Speed
3a4624a5fe
Added a bunch of javadoc and changed the names of one of the
...
method sets to be a little less confusing.
9 years ago
Paul Speed
95aa2d72d0
Added a basic RMI service that uses the RPC service.
...
I'll add some more javadoc in a sec.
9 years ago
Paul Speed
95603c46c4
Added a better check. The old one had the side-effect
...
of registering the class if it wasn't already registered.
9 years ago
Nehon
ab981b76fc
Added a define to toggle indirect lighting on or off, depending if there is a light probe in the light list or not.
...
However, this is not ideal, as this code will trigger a recompilation of the shader on each pass, in case there is more than 1 lighting pass.
Another way could be to multiply the indirect lighting contribution by the Ambient light color in the shader, and always perform the indirect lighting code (even without light probe).
As in the second pass ambient light is forced to 0, the indirect lighting contribution would be nullified. However we'd have to force ambient light to 0 if there are no light probe.
This would also have the nice side effect of having a way to dim or boost indirect lighting with the ambient light color.
9 years ago
Nehon
39fe8326ba
Added a progress handle for the environment map generation.
9 years ago