Rickard Edén
74f2f703b3
Several changes to load cinematics
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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.
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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
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
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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
javasabr
ec121f025f
simplified version.
2017-10-13 08:08:55 +02:00
javasabr
b9e3788ffa
fixed NPE when you try to remove an unused asset loader.
2017-10-13 08:08:55 +02:00
Alexandr Brui
556e3de1c0
fixed asset linked node to reuse shared data between loaded models. ( #739 )
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* fixed asset linked node to reuse shared data between loaded models.
* updated implementation of binary loader.
2017-10-01 20:48:38 -04:00
Stephen Gold
2632c3227c
fix issue #749 : NPE in CollideIgnoreTransformTest
2017-10-01 00:12:43 -07:00
Stephen Gold
083f21d6a2
FlyByCamera: comments, annotations, & imports; address GitHub issue #697
2017-09-27 21:26:59 -07:00
Stephen Gold
8a5da0eb0e
Geometry: set worldTransform to identity if ignoreTranform is true
2017-09-23 14:36:01 -07:00
Kirill Vainer
ad2a9e6230
Revert "Resolving issue in ticket #661 . Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. ( #681 )"
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This reverts commit 989c7926df8d1bccb635b97f55da7c05bfad60ad.
2017-09-22 13:51:49 -04:00
Stephen Gold
e4bfe8a80d
testcase & fix for issue #744 : collideWith() versus setIgnoreTransform()
2017-09-22 09:36:52 -07:00
Nehon
37e4d4d564
PBR: Applied band factor to sh coefficient.
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Regenrerated the default probe in test data
better gloss / spec pipeline
2017-09-22 17:58:29 +02:00
Alexandr Brui
66137d53b8
added auto closing readers. ( #738 )
2017-09-21 15:33:12 -04:00
Bekreth
989c7926df
Resolving issue in ticket #661 . Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. ( #681 )
2017-09-21 15:30:58 -04:00
Alexandr Brui
fb99ca90b1
fixed NPE. ( #737 )
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* fixed NPE.
* changed the if condition.
2017-09-21 15:27:18 -04:00
Nehon
97fe9cc49c
PBR properly normalize tangent frame
2017-09-20 07:59:38 +02:00
Nehon
c00407da33
PBR : Removed specularColor contribution from direct lighting specular.
2017-09-18 23:00:57 +02:00
Nehon
e6a55e9d3a
Dropped the use of the irradiance Map for LightProbes, only the spherical harmonics coeffs are stored and used to recompose indirect diffuse color in the shader.
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Also added a tweak to get the specular dominant direction when sampling the prefiltered env maps. It gives better result on low roughness materials.
2017-09-18 11:14:45 +02:00
Nehon
0da2bfe0ba
Changed how roughness is stored into prefiltered env map mipmaps for a more consistent method.
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Bumped the default size of the LightProbe maps to 256
Change he integrateBRDF approximation method
2017-09-18 11:14:45 +02:00
Kirill Vainer
6127f7eb7a
Miscellaneous OpenGL ES fixes ( #720 )
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* Use correct HALF_FLOAT constant for GLES
* Support GLTracer and GL debug in Android
* Support instancing in GLTracer
* Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
* Support ABGR8 using swizzle extension
* Move glFramebufferTextureLayer to GLFbo
* Avoid RGB111110F in filters unless its actually supported
* Use the same depth format in all places in FPP
* Print the object with the problem in NativeObjectManager
* JMException does not exist on Android
2017-09-17 23:00:29 -04:00
Stephen Gold
d1bd48528c
test and fix for issue #651 (inverted rotation in Sky.vert)
2017-09-16 11:42:51 -07:00
Kirill Vainer
d2839fd2ab
Fix #558 ( #729 )
2017-09-16 13:25:21 -04:00
Nehon
ef5952bcad
Refactored how BatchNode transforms vertex buffers, and fixed issue #731 (NPE when no normal buffer)
2017-09-16 14:27:04 +02:00
Nehon
c1c67f58cf
reformat BatchNode before change
2017-09-16 11:50:44 +02:00
Stephen Gold
adb52c5cc8
test and fix for issue #710 (phantom triangles in a mesh collision)
2017-09-11 19:20:39 -07:00
Nehon
d606c30a52
Used IndexBuffer instead of the ByteShortIntBufferReader and removed the class
2017-09-09 14:58:27 +02:00
Kirill Vainer
bf18ef3048
Use MPOs for skinning
2017-09-09 14:36:20 +02:00
Kirill Vainer
7f8fa4d74c
Fix depth texture support in OpenGL ES 2.0
2017-09-09 14:33:59 +02:00
javasabr
0a9a76e46d
missed one collection
2017-09-04 18:04:46 +03:00
javasabr
94f542912b
Fixed NPE and ConcurrentModificationException during cloning TechniqueDef.
2017-09-03 18:33:53 +02:00
Nehon
32b947a0ac
Fixed an issue where loaded glTF models couldn't use software skinning
2017-09-03 16:18:09 +02:00
Nehon
510562a62d
Fixed a crash when loading a gltf file where textures has no sampler entry.
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Also adapted how the light map is handled
2017-09-02 23:51:52 +02:00
Nehon
5e79ae3c36
fix bad import in Mesh
2017-08-31 21:39:54 +02:00
Nehon
1bdebd5505
Added support for attachment nodes.
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JME now supports byte buffers for index buffer
2017-08-31 21:39:54 +02:00
Nehon
f14acf305b
Added support for extensions, implemented PBR spec gloss extension
2017-08-31 21:39:54 +02:00
Nehon
ea6c406979
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
2017-08-31 21:39:54 +02:00
Nehon
d7b2e08d95
Spatial tracks now can keep a reference to the spatial they apply to. This allows to group multiples spatial tracks in a single animation.
2017-08-31 21:39:54 +02:00
Rémy Bouquet
6b3093aa3e
GLTF: armature loading.
2017-08-31 21:39:54 +02:00
Rémy Bouquet
b129d2954f
Added a better skeleton debugger
2017-08-31 21:39:54 +02:00
Nehon
40c4f7936d
Implemented texture loading and PBR metalness/roughness pipeline support
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Fixed some mesh loading issues.
2017-08-31 21:39:54 +02:00
Nehon
7951f5a987
Gltf loader can load mesh data and scene structure.
2017-08-31 21:39:54 +02:00
empirephoenix
50eaa34143
Update ParticleEmitter.java
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allow easy manipulation of particleemmite via subclasses
2017-08-31 21:39:54 +02:00
javasabr
fac8266b5c
fixed two problems with asset manager:
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1. can't load classes from asset class loaders.
2. can't load resources from asset class loaders.
2017-08-31 21:39:54 +02:00