b00nation
06b23ec6ca
Fixed: If Instancing is activated you only see shadows
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When the pbr material was introduced someone forgot to keep the instancing in mind which uses :
ViewProjectionMatrix
ViewMatrix
I added these.
2017-08-31 21:39:54 +02:00
Nehon
de009e2ea7
Added the Glow technique to PBR material so that it can work with the bloom filter.
2017-08-08 19:44:55 +02:00
Sebastian Weiß
3a7dedeba0
formatting, as always :(
2017-08-06 16:31:13 +02:00
Sebastian Weiß
28e4c9848f
Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted.
2017-08-06 16:27:16 +02:00
Alexandr Brui
6785087057
Added a possibility to resize env cameras. ( #699 )
2017-08-05 16:01:50 +02:00
Alexandr Brui
3058c218c5
Added missed imports. ( #691 )
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Used GLSL compat on the post shadow filter
2017-07-27 16:27:41 +02:00
Alexandr Brui
10bc250db7
Fix of the one parameter of shadows render. ( #688 )
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* fixed applying the render back faces shadows option during creating a shadow filter.
2017-07-23 17:51:23 +02:00
Nehon
6ed4abf29e
ShaderNodes: changed the way condition are used for variable declaration.
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Before each input (attribute, varying or uniform) depending on a define was declared inside a #ifdef statement, it appears that most compiler will optimize out any input that has not been set so this computation was useless and costly and the code to to it was kind of ugly.
So basically now it's only done in very particular cases when it's really needed.
2017-07-18 21:09:19 +02:00
Nehon
85dc89b0aa
Shader Nodes: changed the way uniforms were replaced in the code, they are now assigned as any other input except for samplers that can't be assigned.
2017-07-16 00:03:05 +02:00
Nehon
385d2caeed
Shader Nodes: Shader compatibility for texture function is now handled at generation time
2017-07-16 00:03:05 +02:00
Alexandr Brui
8abf23b2f2
Added missed gl versions ( #680 )
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* Added missed GL versions and Caps.
* Added supporting 3.3, 4.0, 4.1, 4.2, 4.3, 4.4 and 4.5 GL core profiles.
2017-07-14 14:25:57 +02:00
empirephoenix
b56c9c79fc
Merge pull request #679 from stephengold/master
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testcases and fix for issue #357
2017-07-13 12:44:45 +02:00
Yan
22d73a57cd
Update UniformBinding.java
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fix typo
2017-07-13 15:06:33 +08:00
Nehon
54f283e8d2
Fixed an issue where the color space of a texture mat param was disregarded when loaded from a j3o.
2017-07-08 23:39:05 +02:00
Nehon
5ac5731ebf
Better error reporting when loading shaderNodeDefinition
2017-07-08 14:06:56 +02:00
Stephen Gold
8530b60294
testcases and fix for issue #357
2017-07-06 22:01:57 -07:00
Christopher Hughes
d3733fba15
Overrode SkeletonDebugger clone method. Ticket #660
2017-07-06 16:52:39 -04:00
empirephoenix
25570ba4b3
Merge pull request #672 from Saucistophe/master
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Refactored Cylinder
2017-06-29 20:05:57 +02:00
empirephoenix
9116772472
Merge pull request #675 from mazerty/patch-1
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LodGenerator should accept a constructor by mesh
2017-06-23 13:22:50 +02:00
empirephoenix
2a09771bc8
Merge pull request #663 from NemesisMate/patch-18
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Fixed IllegalArgumentException when removing a LodControl from a spatial
2017-06-23 12:51:37 +02:00
Thomas JOUANNOT
1dd1888b55
LodGenerator should accept a constructor by mesh
2017-06-22 13:26:47 +02:00
stophe
ebaad20f2f
Added a unit test and fixed indentation.
2017-06-18 23:56:14 +02:00
stophe
61c22d5709
Providing invalid parameters in cylinders generation throws an exception.
2017-06-18 21:27:57 +02:00
stophe
edf279a06d
Refactored Cylinder generation to be more maintainable, readable, and fix #640 .
2017-06-18 16:35:35 +02:00
Rémy Bouquet
530596838c
Merge pull request #664 from iamcreasy/MeshPointDocFix
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Mesh point doc fix
2017-06-04 21:30:43 +02:00
Nehon
ee9c6d366a
ShaderNodeVariable now has a prefix attribute that is concatenated to the name when generating the shader (basically g_ and m_ when the variable is an uniform)
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It avoid to change the name of the variable when loading the definition and always have weird inconsistencies with mat params because the name has a m_ or not.
2017-06-02 00:37:01 +02:00
Nehon
2f06c9b37b
ShaderNodeDefinition path is now set while loading the definition.
2017-06-02 00:37:01 +02:00
Nehon
26ccaaea88
DDSLoader now supports Luminance16f format (r16f)
2017-06-02 00:37:01 +02:00
Quazi Irfan GD
97135fa9bb
Add missing override in Geometry
2017-05-27 14:13:57 -05:00
Quazi Irfan GD
cf07e094af
Cleanup Mesh(Point) documentation
2017-05-27 00:40:04 -05:00
Quazi Irfan GD
1bfabd8d8f
Update Mesh(Point) documentation
2017-05-27 00:30:12 -05:00
NemesisMate
88125da16d
Fixed IllegalArgumentException when removing a LodControl from a spatial
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LodControl throws an exception when the spatial being added to isn't a geometry, however, when the controls is removed it calls setSpatial with a null value triggering the exception throw. Now checking for this null value case.
2017-05-24 13:51:28 +01:00
grizeldi
23d6def5ed
Made right trigger usable on Xbox based controllers
2017-04-26 18:05:49 +02:00
grizeldi
ddfa728d60
Add Xbone S controller mappings
2017-04-26 17:52:15 +02:00
Rafael Pax
543268593b
NullContext thread safety
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The fields `timeThen` and `timeLate` are static. If multiple Applications are launched in different threads in headless mode, sync fails. This can be fixed removing the static modifier of the fields.
2017-04-24 19:57:34 +02:00
Nehon
d20cf3f20a
Reverted changes in Spatial made for VR.
2017-04-12 23:59:30 +02:00
Nehon
29875e6085
Fixed InstanceGeomerty not working properly when using the lighting material and a non DirectionalLight
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see https://hub.jmonkeyengine.org/t/instancednode-doesnt-work-with-light/38316/5
2017-04-12 20:33:28 +02:00
Sebastian Weiß
02781e799f
oh man, I should have learned it by now, that jme uses spaces, not tabs
2017-04-08 21:24:15 +02:00
Sebastian Weiß
04b0578173
Certain dds texture lack the DDSCAPS_TEXTURE-flag, but are still recognized by programs like IrfanView and can also be loaded in the engine.
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This commit weakens the check for this flag: Instead of throwing an exception, a warning is logged.
2017-04-08 21:22:06 +02:00
Sebastian Weiß
a3cd3cbb04
Certain dds texture lack the DDSCAPS_TEXTURE-flag, but are still recognized by programs like IrfanView and can also be loaded in the engine.
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This commit weakens the check for this flag: Instead of throwing an exception, a warning is logged.
2017-04-08 21:18:16 +02:00
Stephen Gold
9905c4f011
getAttachmentNode(): move target selection from SkeletonControl to Bone
2017-04-06 14:12:52 -07:00
Stephen Gold
b2aa1ff9f1
fix SkeletonControl.getAttachmentNode() for odd models (such as Jaime)
2017-04-05 18:28:43 -07:00
Stephen Gold
5f9cf52c13
Merge pull request #633 from stephengold/master
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add PointSize to Unshaded matdef, test with SkeletonDebugger
2017-04-05 13:35:51 -07:00
Stephen Gold
dcb92e1d15
Unshaded.vert: put declaration in #ifdef to avoid an unused uniform
2017-04-05 13:02:36 -07:00
Rémy Bouquet
b0a5384046
Moved worldMatrix declaration in instancing.glsl so that it works on android
2017-04-02 12:53:16 +02:00
Rémy Bouquet
09fa4f165e
fixed bad comma in previous commit
2017-04-01 22:06:11 +02:00
Nehon
8caf05734c
Fixed tangent and normal argument position in Skinning.glsllib
2017-04-01 05:45:04 +02:00
empirephoenix
eca531fdc8
Merge pull request #630 from rvandoosselaer/fix_appsettings_resizable
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use the resizable parameter instead of a default 'true' value
2017-03-29 11:36:52 +02:00
Stephen Gold
259f599d1d
add PointSize to Unshaded matdef, test with SkeletonDebugger
2017-03-23 13:33:08 -07:00
rvandoosselaer
81a301f8ef
use the resizable parameter instead of a default 'true' value
2017-03-13 15:22:06 +01:00