Commit Graph

802 Commits (201010b6f0bf8d65bdf04fdbcd2d178db9cf95e6)

Author SHA1 Message Date
shadowislord bd318f5d1b Introduce the unified renderer architecture for the OpenGL renderer 10 years ago
shadowislord d8b9c6dab5 Make Renderer.initialize() a standard method since everyone already uses it anyway 10 years ago
shadowislord ad26e916ee Update renderer capabilities 10 years ago
shadowislord ae70667104 Deprecate WrapMode.BorderClamp since it is deprecated in OGL3+ 10 years ago
shadowislord 610ac6ae24 Make sure Mesh.isAnimated() works for hardware skinning 10 years ago
shadowislord 798ec94b11 Minor cleanup for previous merge 10 years ago
Bebul 7f66641b74 Debug lines removed 10 years ago
Bebul 6636fba06a commented code relict removed 10 years ago
Bebul 2dd23c38c0 FIX: possible null getWorldBound in collideWith 10 years ago
Bebul 67fe2c4047 optimize CollideWith using preliminary BoundingVolume collide check 10 years ago
Bebul c19842c55f clear RF_CHILD_LIGHTLIST even when there are no children 10 years ago
Bebul a400cb1c58 Optimize updateGeometricState to not recurse all children when not necessary 10 years ago
Paul Speed 308e88fd21 Fixed what I'm pretty sure is a typo. I didn't test it 10 years ago
shadowislord c7b6445a35 Fix exception when stopping non-cached audio stream 10 years ago
shadowislord 9e02ef0d5d Fixed various assertion errors in audio renderer 10 years ago
shadowislord 595eb56f9b Throw exception if seeking a non-seekable audio stream 10 years ago
shadowislord 64b3be5334 Fix incorrect animation when dynamically switching from SW anim -> HW anim 10 years ago
shadowislord be1f219f29 The old Android MediaPlayer based audio renderer is now deprecated 10 years ago
shadowislord 915b0b8c61 Replace AtomicBoolean with Object as the audio thread lock 10 years ago
shadowislord 2ec7366fde Initialize OpenAL context in the render thread 10 years ago
shadowislord 9965d20c44 Make sure we copy the mipmap sizes when generating texture array from images 10 years ago
shadowislord a5699e9d82 Streaming audio data now works in a similar way to buffered data. 10 years ago
shadowislord 3b384a7e58 Minor cleanup in ALC interface 10 years ago
shadowislord ad2a5366e1 WAVLoader now implements SeekableStream (but only if seeking to time = 0) 10 years ago
shadowislord 91715c4a48 Add support for URA, or Unified Renderer Architecture for audio 10 years ago
Nehon 3bad91ef19 Single pass lighting now computes view dir in the appropriate space out of the lights loop as it's the same for all lights. 10 years ago
shadowislord 5f84147154 Fix issue where loading material parameters from J3O would fail 10 years ago
Nehon 603432790b Fixed Gaussian blur weighting thanks to http://hub.jmonkeyengine.org/forum/topic/gaussian-blur-shader-issue/ 10 years ago
shadowislord 4717e7006f Goodbye, OpenGL1 10 years ago
shadowislord 0c41d1725f Remove deprecated formats from Image (w/o changing enum ordinal) 10 years ago
shadowislord 62cfbc8a3e Remove usage of all deprecated image formats 10 years ago
shadowislord bbd6c613f0 Reduce "Integer" class churn in rendering statistics 10 years ago
shadowislord b83603cd8f Added support for ETC1 compression (regular OGL only for now) 10 years ago
Nehon 81fe180713 Better Single pass test 10 years ago
shadowislord 3992ed89af Fix point sprite on Android. Fixes issue #82. 10 years ago
shadowislord bf2656abf3 If we are loading a material from a J3O file, do not crash on missing material parameters, but log it instead. 10 years ago
shadowislord b7ae8e6e3a Fix issue #127 10 years ago
David Bernard 37da17e3eb add support of DepthStencil into *Renderer 10 years ago
shadowislord 84046018ba Avoid use of LWJGL specific ContextCapabilities class. 10 years ago
shadowislord 4050b7cbbf * Require alpha discard define to be set in order to enable the alpha discard feature (for multi pass lighting shader) 10 years ago
shadowislord e225e6ff89 * Move certain render context specific fields from Renderer into RenderContext 10 years ago
Nehon c55717141e Single pass lighting implementation. 10 years ago
shadowislord c274675660 FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs) 10 years ago
neph1 2c38efe051 A bunch of basic ShaderNodes 10 years ago
Nehon 6e287d0ef2 Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore. 10 years ago
Nehon 260eb128f6 fixed typo in MAterialDebugAppState 10 years ago
Nehon 8f43da58ae Better spotlight vs frustum intersection check and with a testcase 10 years ago
Nehon d5c96d84ee Fixed initialization issues in ChaseCameraAppState 10 years ago
Nehon 24a971a186 Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer 10 years ago
Nehon 9cd1a514a6 Fixed an issue with cinematic that was causing the first frame of the cinematic to not be rendered. 10 years ago