7007 Commits

Author SHA1 Message Date
Nehon
1b2cc6a63b SkeletonControl now falls back to software skinning when there are more than 255 bones instead of crashing when the shader compiles. 2017-12-10 19:56:32 +01:00
Nehon
a59b9e6a94 glTF: Skip tracks that belong to a different skin 2017-12-10 10:42:24 +01:00
Nehon
5dbbaf0f06 glTF: Fixes additional issues with bones transforms 2017-12-09 16:35:37 +01:00
Toni Helenius
09f4ae4832 Animated cursor support for LWJGL 3 (#785)
* Simple animated cursor support

* Use primitive array and diamond constructor
2017-12-08 08:26:50 +01:00
Nehon
cfaaec5418 glTF: Fixes a crash when attached nodes contains skinned meshes 2017-12-07 19:01:44 +01:00
Nehon
806663990d glTF: fix animation defautl pose when no track is specified 2017-12-07 18:27:18 +01:00
Nehon
c971a4758f Fixes animation time sampling when source data contains duplicate keyframes 2017-12-06 20:35:13 +01:00
Nehon
f47f865d1d glTF: Fixed when a sub graph is ttached to a bone. Fixed a crash with animation resampling 2017-12-03 16:26:05 +01:00
Remy Van Doosselaer
683bf632f6 add an empty constructor to Grid mesh (#747)
* add an empty constructor with logical values for serialization purposes. eg. the BinaryImporter has issues instantiating the Grid mesh.

* empty constructor for serialization purposes
2017-12-02 13:29:10 +01:00
Stephen Gold
e0230a4b12 roll back PR 746 (worldTransform to identity) in master branch 2017-12-02 09:04:06 +01:00
Nehon
5c9ef17e73 Fixes ReflectionAllocator for android 2017-12-01 08:41:59 +01:00
David Bernard
676251b4d5 nifty-gui: upgrade from 1.4.1 to 1.4.2, available on maven central with the new “official” groupId: com.github.nifty-gui 2017-11-29 20:07:26 +01:00
Julien Seinturier
58a9211879 OpenVR 1.0.9 and Occulus Support (#779)
* Updated OpenVR implementation to 1.0.9

User can specify external OpenVR library to load with
openvr.library.path system property.
Usage: java -Dopenvr.library.name=my_path_to_library MyApp

Removed reference to OCCULUS VR and OpenVR from VRAppstate as this class
is generic and does not have to be linked to specific implementation.

VRMouseManager can be buggous using OSVR or Occulus VR. 

Refactored VR implementation packages in order to separate all available
implementation. Modifying or adding implementation should no more impact
other ones. 

Renamed some classes in order to be uniform
2017-11-29 17:14:04 +01:00
Nehon
96836de6e8 Prevents attachement nodes to have the NumBone parameter set 2017-11-28 08:48:09 +01:00
Kirill Vainer
9c0b977154 upgrade to gradle 4.1 2017-11-28 08:29:55 +01:00
Kirill Vainer
93001ec290 Fix #456 2017-11-28 08:26:41 +01:00
javasabr
06599d1eac fixed the constructor. 2017-11-28 08:25:41 +01:00
javasabr
69b7f7e655 fixed some changes. 2017-11-28 08:25:41 +01:00
javasabr
bc1584d239 made the method as public. 2017-11-28 08:25:41 +01:00
javasabr
15fd80d67f Some improvements with terrain LOD control:
1. Added the new option to use camera from render view port(default false)
2. Removed unnecessary synchronize blocks
3. Replaced each control own executor to global terrain executor
4. Removed unused things
5. Reduced memory allocations
6. Fixed the issue with cloning.
2017-11-28 08:25:41 +01:00
javasabr
6e07a214c6 Added a lit bit improvements for SafeArrayList:
1. improved comparing a SafeArrayList with another SafeArrayList.
2. improved the constructor by other collection
3. added a new constructor with init capacity.
2017-11-28 08:25:41 +01:00
javasabr
43b52cb77c Fixed finding definitions during material loading. 2017-11-27 11:37:37 +01:00
javasabr
a717a5e50f fixed NPE during loading shader node material without vertex nodes. 2017-11-27 08:42:34 +01:00
MeFisto94
9100cff4aa BlenderImporter: Don't silently fail when a packed file couldn't be loaded but use a Placeholder Texture 2017-11-27 08:27:57 +01:00
MeFisto94
1b76160410 Blender Importer: Don't crash when a packed texture couldn't be loaded 2017-11-27 08:27:57 +01:00
NemesisMate
5d729af1c4 Fixed a IndexOutOfBoundsException when residual weights are present 2017-11-27 08:23:13 +01:00
NemesisMate
893741701b Fixed #642
It was overriding the userDefinedUVCoords each time any one of them was used, so if different textures were depending on it, a new texCoord buffer was being created.
2017-11-27 08:22:30 +01:00
NemesisMate
a9cf6a348f Fix #646
Ignoring the alpha influencer (mapping) if the color one was found first.
2017-11-27 08:21:47 +01:00
NemesisMate
ab8ddd5ab5 Added missing var declaration. 2017-11-27 08:20:45 +01:00
NemesisMate
7aafb514bf Fixed #652
The issue was due to the texture blending with the object material. By default the material is gray (hence, a gray border). If the material color in blender is set to another color this is being the artifact's color. It can bee seen where the alpha in the texture isn't totally 0 or 1.
The current implementation weren't taking in account the material transparency when blending, so the fix is basically to use it just like blender does:
2017-11-27 08:20:45 +01:00
javasabr
24e467a871 fixed the problem with the reference to light, when we had incorrect reference to the light after loading/cloning spatial of this control. 2017-11-26 15:28:17 +01:00
javasabr
8674d8af4b fixed detecting varyings during loading shader nodes in the case, when we have several output parameters with the same name but with different name spaces. 2017-11-26 13:20:00 +01:00
Rickard Edén
74f2f703b3 Several changes to load cinematics
Cinematic:
	* Reattach CameraNode to scene
	* Set CameraNode's camera to be app's camera
AnimationEvent:
	* Save modelName
	* Use modelName and try to replace scene's model in initEvent
2017-11-26 13:19:33 +01:00
Rickard Edén
ae97614c83 Trying to make Cinematic serialization work.
This way at least it doesn't crash: Removed anonymous inner class and made new class; CameraEvent
Added a bunch of default constructors for other related classes in the process.
2017-11-26 13:19:33 +01:00
Nehon
2120c9d334 Attempt to fix a direct memory deallocation crash on android 2017-11-26 10:35:33 +01:00
Nehon
87cfae6d7b Fixed InstancedGeometry shadow mode 2017-11-25 15:03:00 +01:00
empirephoenix
ede080ad71
Merge pull request #773 from stephengold/master
fix for issue #772: populate bullet debug mesh using unscaled shape
2017-11-23 08:50:16 +01:00
Stephen Gold
00ce009925 fix for issue #772: populate bullet debug mesh using unscaled shape 2017-11-22 22:46:31 -08:00
javasabr
9578b0410e extended some things from shader node system. 2017-11-12 19:01:24 +01:00
javasabr
839ffdd4f2 fixed the problem with saving/loading light probes. 2017-11-07 18:56:40 +01:00
Stephen Gold
47a46a8250
Merge pull request #763 from stephengold/master
fix issue #762 (WireSphere generates parallels with wrong radii)
2017-11-07 09:50:00 -08:00
Nehon
e4b6bf82a2 Better PBR env map generation 2017-11-05 23:52:22 +01:00
Stephen Gold
3328f2a3a7 fix issue #762 (WireSphere generates parallels with wrong radii) 2017-11-04 16:54:50 -07:00
Nehon
171007693b De duplicate imports when generating a shader from shader nodes 2017-10-28 18:16:17 +02:00
Rickard Edén
eb6ce4d4b4 Merge pull request #755 from ZNixian/master
Prevent double-updating the main scene in VR
2017-10-19 08:11:50 +02:00
Rickard Edén
29726ccb88 Merge pull request #757 from neph1/osvr_viewmanager
reverting orientation changes.
2017-10-15 11:59:00 +02:00
Rickard Edén
7c00561a3c reverting orientation changes. 2017-10-15 11:55:45 +02:00
Rickard Edén
e4ce70d0ba Merge pull request #756 from neph1/osvr_viewmanager
making VRViewManagerOSVR more similar to VRViewManagerOpenVR
2017-10-15 11:24:47 +02:00
Rickard Edén
30de635cdf Changing back orientation quat modification 2017-10-15 11:14:09 +02:00
Rickard Edén
ffed048472 making VRViewManagerOSVR more similar to VRViewManagerOpenVR 2017-10-15 10:22:24 +02:00