Nehon
11562f88cf
Fixed shadow fade and zfar computation as it was breaking shadow border filtering.
2016-11-20 23:55:06 +01:00
Nehon
35de6d9fda
Fixed an issue where some occluders were wrongly culled out from the shadow map at very steep light angle, and when the view cam was almost align with light direction.
2016-11-20 19:02:02 +01:00
Paul Speed
ed817507d4
Improved the "compare result changed" error message to include the most
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likely cause of the error.
2016-11-20 07:14:49 -05:00
grizeldi
da3463405a
Added cleanup
2016-11-19 17:57:17 +01:00
empirephoenix
7958ae2f46
Merge pull request #561 from shamanDevel/FixFor#503
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#503 fixed
2016-11-17 08:52:23 +01:00
Michael Braunstingl
67881b1e01
Two changes:
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1. GL_DST_ALPHA and GL_ONE_MINUS_DST_ALPHA were moved from GL3 to GL.
2. I reverted to the previous switch/case statements in
GLRenderer.convertBlendFunc(BlendFunc).
2016-11-14 23:06:01 +01:00
Michael Braunstingl
ca17bd592a
Removed the switch/case statements in convertBlendFunc() by extending
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the BlendFunc enumeration with a convenience integer value.
2016-11-14 10:10:19 +01:00
Michael Braunstingl
187e9944fd
Added the BlendFunc enums in RenderState and updated the GLRenderer
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accordingly.
2016-11-13 22:44:16 +01:00
TehLeo
7ed61854df
Update Caps.java
2016-11-12 18:52:36 +01:00
TehLeo
85f1e6ab46
Update GLRenderer.java
2016-11-12 18:51:14 +01:00
TehLeo
7693e785c2
Update Image.java
2016-11-12 18:50:05 +01:00
TehLeo
d90ee201da
Update GLImageFormats.java
2016-11-12 18:48:13 +01:00
TehLeo
af11f870f1
Update GL3.java
2016-11-12 18:47:09 +01:00
Nehon
78fa00bedf
Changed the minimum value of a float when converting it to half float. It was 5.96046E-8f and it's now 3.054738E-5f. This values seems to be the lowest one before 0 when converting back half to float.
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This issue has been revealed in this post https://hub.jmonkeyengine.org/t/pbr-nan-to-half-conversion-errors/37219
The bad minimum was causing erratic data being wrote to the texture when the value was very close to 0, and causing the glitches and even crashes when color values were given as Float.Infinity or Float.NaN.
2016-11-04 20:08:44 +01:00
Nehon
bc86161831
fixed some javadoc in AbstractShadowRenderer
2016-11-04 16:59:07 +01:00
Nehon
17a853e3a8
Fixed post shadow filter for glsl1.5
2016-11-02 09:58:24 +01:00
Nehon
584b822eb7
Defaulted the render back faces shadows in the AbstractShadowRenderer to true to keep the same behavior as in 3.0
2016-11-02 09:24:17 +01:00
Nehon
ad6da79ad1
Fixed the link to the paper for convertHalfToFloat
2016-10-30 09:45:23 +01:00
Nehon
81830c4146
ShaderNodes now move all the declared extensions at the top of the generated shader source
2016-10-09 20:12:39 +02:00
Nehon
9cf67b902e
Fixed SpotLight constructor to properly compute the invSpotRange see https://github.com/jMonkeyEngine/jmonkeyengine/issues/563
2016-10-09 10:00:28 +02:00
Rémy Bouquet
be6d2765e3
Added a setLocalTranslation and setLocalScale to the Bone class. Similarly to setLocalRotation it only works when userControl is set to true and fails otherwise.
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Also I changed how the value is set (with a set(...)) because it was assigning the passed parameter to the local instance of the transform.
2016-10-06 09:45:37 +02:00
Nehon
cd70630502
Changed the order of import of the PBR.glsllib in the PBR material as it enables the texture lod extension and this fails on some GPU when it's not at the beginning of the shader.
2016-10-03 23:39:07 +02:00
Nehon
cf6951af34
MikktSpace tangent generator now properly generates the BindPoseTangent buffer when necessary
2016-10-03 23:31:24 +02:00
Sebastian Weiß
2e58f2774c
#503 fixed
2016-09-28 08:19:04 +02:00
Kirill Vainer
903522de91
Merge pull request #549 from shamanDevel/LWJGL3-update
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Lwjgl3 update from 3.0.0b to 3.0.0
2016-09-26 23:36:13 -04:00
Nehon
f642e56517
Clean up in the PBR j3md file to remove warnings
2016-09-18 15:25:00 +02:00
Sebastian Weiß
97cac35105
Fix for #502
2016-09-16 09:42:57 +02:00
Ali-RS
8937e93cce
Minor fix in javadoc for Camera.java class
2016-09-15 09:41:04 +04:30
Kirill Vainer
86c2c7f341
minor cleanup in GLRenderer
2016-09-14 19:11:14 -04:00
Kirill Vainer
c872cb2fdb
Merge pull request #555 from JavaSaBr/master-original
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fixed missing Cloneable in the Triangle.
2016-09-11 20:31:19 -04:00
javasabr
651c3cc29e
fixed missing Cloneable in the Triangle.
2016-09-11 13:50:52 +03:00
TehLeo
28281f7962
Fix for MTR Framebuffers
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The problem: Happens with two MTR framebuffers with same number of color attachements.
If we set a frame buffer frame1, then later frame2.
r.setFrameBuffer(frame1);
r.setFrameBuffer(frame2);
Frame2 buffer will not output to multiple targets. Only its first target will be rendered.
This patch fixes that problem.
2016-09-10 20:33:50 +02:00
Ali-RS
bdd15b7f3e
fixed a typo
2016-09-06 17:12:43 +04:30
Sebastian Weiß
e8f76d43fe
implemented all changes regarding OpenCL (and some missing stuff)
2016-08-26 14:40:44 +02:00
Nehon
9665b985e4
Fixed wrong alpha handling in the pbr shader
2016-08-19 10:54:30 +02:00
Rémy Bouquet
2c388e489a
null check on the lightList in SinglePassAndImageBasedLightingLogic.makeCurrent. as it may be null when you preload
2016-08-14 14:09:55 +02:00
Rémy Bouquet
beb5033747
added GLSL compat to the pbr shader
2016-08-14 11:09:18 +02:00
Rémy Bouquet
5aa8af28cd
fixed Lod functions overload in GLSLCompat lib
2016-08-14 11:03:48 +02:00
Rémy Bouquet
85c119c132
Changed the way IBL is switched on and off in the PBR shader and in the technique def logic because the old way was causing some issues on mac... for some unknown reason.
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Now it's toggled on and off with a define, but there might still be some issues on mac when there are several lighting passes.
2016-08-14 10:57:42 +02:00
Rémy Bouquet
8f701460aa
used enable instead of require for the textureCubeLod extension
2016-08-14 08:47:57 +02:00
Rémy Bouquet
aeb4daf04f
Fixed some issue with textureCubeLod in the PBR shader with early versions of glsl
2016-08-14 00:56:00 +02:00
Rémy Bouquet
662a0151e2
fixed glsl 1.0 version of the postShadowFilter shader
2016-08-12 20:51:56 +02:00
Rémy Bouquet
68c082c13d
fixed transparent shadows on mac.
2016-08-12 18:25:09 +02:00
Rémy Bouquet
7efbccfe4d
Changed the int value of EdgeFilteringMode.Nearest from 0 to 10 as it seems a define with a 0 value is now ignored.
2016-08-12 14:30:50 +02:00
Julien Gouesse
d0f0cfe5e7
Fixes a spelling mistake in the reflection allocator
2016-08-07 15:00:07 +02:00
Julien Gouesse
f820bbfd94
Fixes the reflection allocator with Java 9, tested with Java 9 Early Access build 129 and OpenJDK 1.8.0 update 101
2016-08-07 14:31:43 +02:00
Kirill Vainer
651753c4d3
Merge pull request #533 from empirephoenix/master
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BufferAllocator Round 2
2016-07-26 10:28:48 -04:00
Michael Braunstingl
6728ac1115
Corrected parenthesis bug.
2016-07-24 19:57:22 +02:00
Michael Braunstingl
1bbe34160c
Corrected the bug in RenderState.toString()
2016-07-24 17:16:29 +02:00
Michael Braunstingl
d39b780fa5
Added RenderState.BlendMode.Custom
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BlendMode.Custom allows glBlendFuncSeparate() calls.
2016-07-24 12:40:45 +02:00