* All GL calls are done via static imports
* Once again remove dependency on GL21 / GL30 - with the generator it will be possible to choose whether to target GL2+extensions or GL3 core
* ContextCapabilities is field in Renderer, not allowed to use GLContext to retrieve it anymore
* Assume depth textures are always supported (they should be since GL1.4)
* Remove the sanity check from TextureUtil since it is now done once during initialization of the renderer.
* If LwjglRenderer.VALIDATE_SHADER is enabled, log shader compilation warnings as Level.WARNING instead of Level.FINE. Also slightly better grammar in shader compile / link messages.
* ARGB8 and BGRA8 formats now support sRGB -> linear conversion if sRGB pipeline is used, previously they were ignored.
* All float and half float formats are considered supported if we either support OpenGL 3 or ARB float texture.
* Cleanup TextureUtil a bit by removing constant references from ARBHalfFloatPixel, ARBTextureFloat, EXTPackedFloat, EXTTextureSharedExponent and EXTTextureSRGB to GL21 and GL30 classes (which are identical anyway).
* Check if we support sRGB textures before choosing sRGB format (although this check should have been done earlier? not sure..)
One can now mark a texture param in a material definition as linear by using -Linear at the end of the parameter declaration (case insensitive).
An Image bound to a material texture param in a linear color space will have its ColorSpace set to linear when bound to the material by mat.setTexture("name", texture);
Added the -LINEAR flag to all texture param that needed it in stock materials (lighting.j3md, terrainLighting.j3md, different Filter materials).
- All images constructors now take the isSrgb flag as a parameter, all engine classes has been changed to accommodate the change, old constructors has been deprecated for backward compatibility. One should always ask himself in which color space is an image if dealing with gamma correction
- Gamma correction has been defaulted to false in the appSettings
public void modifyTexture(Texture tex, Image pixels, int x, int y);
Implementations added for LWJGL and JOGL. LWJGL seems to work. JOGL is untestet. Android implementation needs to be done by someone else (but is already prepared for).
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10462 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Fixes to Alpha16, Luminance16, Luminance16F, Luminance32F, Luminance16Alpha16, Luminance16FAlpha16F, RGB16, RGB16F_to_RGB111110F, RGBA16 image formats.
* Added support for ARGB4444 format on destop
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9654 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Renderer now uses getArray() to access mesh's buffers
* GL image format data now stored in a special data structure for easier management (instead of huge switch/case statement)
* Android texture loading: If the format is not supported by GLES spec, the texture upload will fail
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9298 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- separate jar files for engine components
- resolve dependencies between code parts
- remove Nifty dependency from Cinematics
- remove Physics dependency from TerrainGrid
- add public accessors to Natives Extraction
- remove RenderHint serialization from networking
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8838 75d07b2b-3a1a-0410-a2c5-0572b91ccdca