Commit Graph

3552 Commits (20920e52411cca9fe94023b00ae004312e015e0f)
 

Author SHA1 Message Date
rem..om 706cd410b6 AlphaDiscardTreshold is now supported by the Unshaded material. 12 years ago
Kae..pl 5b65b19bda Refactoring: storing importer custom data in blender context instead of loaded features. This way there will be no conflict between the custom data names and user's properties names and no unwanted additional data will be stored in the result features. 12 years ago
Sha..om e4478dc65c * SkeletonControl: Update targets and materials only for the first camera in which a model is rendered. 12 years ago
Kae..pl 9961f77445 Code refactoring: 12 years ago
Kae..pl 3602d86c20 Bugfix: fixed a bug that caused a bone constraint to be properly validated even though its bone target was not defined. 12 years ago
Kae..pl 29dd973122 Refactoring: large changes in constraints system (see the proper topic on the forum for further changes) 12 years ago
rem..om c4fc9b723f Shadows, SSAO and CartoonEdge now works with HardWareSkinning 12 years ago
rem..om b93715f66b SkeletonControl made some cleanup, removed old comments 12 years ago
rem..om a3fe5860cc SkeletonControl gatheres target on render instead of on update 12 years ago
rem..om 517f621871 Fix for issue 592 : SkeletonControl does not track changes to materials or spatials 12 years ago
rem..om 17a18bb6d0 ShaderNodes SDK : fix for build 12 years ago
rem..om 4f3319f049 ShaderNodes : generated shaders are now cached by the assetManager to avoid generating a new shader for already loaded materials. This saves memory and avoids a lot of shader switches at render time. 12 years ago
rem..om 77a3cba69e ShaderNodes : registered shader node definition locator to the android asset manager so that shader nodes work on android 12 years ago
sha..RD 199378ca2f * Fix PerspectiveLodCalculator by not caching entropies in object (since they vary per block) 12 years ago
nor..67 cfb9c7e1a3 - update lwjgl to 2.9.0, fixing various issues: 12 years ago
rem..om f8faebb79e ShaderNodes : Array types are now properly supported and array size can be driven by an int constant or an int define 12 years ago
ShA..Rd 06c4dcd7f7 * Fix issue 574 (by extending JFrame instead of JDialog) 12 years ago
ShA..Rd 6e021b4504 * Fix issue 584 and issue 562 (minor typos) 12 years ago
ShA..Rd bd39ff1b6e * Fix issue 570 12 years ago
ShA..Rd d64eec7d1b * Fix issue 569 by using googlecode server instead of jme website which blocks java connections for some reason 12 years ago
ShA..Rd a31c8ec884 * Ogre Importer: No longer crashes if submesh name index is out of bounds. Fix issue 548. 12 years ago
ShA..Rd ada98f7033 * AppState documentation improvements according to issue 589 12 years ago
ShA..Rd 7e6534c1b7 * UnshadedArray shader will attempt to enable the relevant texture array extensions, otherwise it shouldn't work at all (don't know why it did) 12 years ago
ShA..Rd 1aa0f9d7bd * LwjglRenderer adds capability for texture array support if OpenGL 3 is available 12 years ago
ShA..Rd fbac631160 * TextureArray constructor ensures all images passed to it have the same format and dimensions, otherwise an IllegalArgumentException is thrown 12 years ago
ShA..Rd 1f27804716 * Fix issue where lighting shader would not compile when vertex lighting is used (due to recent HW skinning changes) 12 years ago
rem..om 198adb0753 Fixed NPE in water filter when setting the reflection mapsize before the filter has been initialized 12 years ago
rem..om 9b33c7c851 Removed debugging system out from animChannel 12 years ago
rem..om 6470f44c97 Added a test case for Hardware Skinning 12 years ago
bre..om ff4c38e20a TerrainLodControl now refreshes when first added to the scene 12 years ago
phr00t 8cb1a8ed9e Updated native bullet builds to v2.81 for Linux & Windows (both 32 & 64 bit). MacOSX remains at v2.80 for the time being. This resolves swapped physics ray test source & destination arguments & other crashing issues. 12 years ago
sha..RD 0f21f19735 * Mesh.prepareForAnim() is now much smarter about what to do. It won't convert the buffers unless absolutely necessary and apply the proper usages to the buffers as needed. 12 years ago
sha..RD b6afd61ef0 * Lighting shader now supports HW skinning 12 years ago
sha..RD d9e3af1795 * Unshaded material now supports HW skinning 12 years ago
sha..RD c21b60fbe7 HW Skinning 12 years ago
sha..RD 8c1e5c9cf9 * Set AndroidHarness contentView to a TextView (not GLSurfaceView) onDestroy(), perhaps it will help with OOM issues 12 years ago
sha..RD 281f9b6c20 * Fix various issues with HW skinning state in SkeletonControl. setHardwareSkinningPreferred(boolean) can be used to request HW skinning, and isHardwareSkinningUsed() to see if its actually being used or not. 12 years ago
sha..RD b0f2e17db2 * List of native objects in NativeObjectManager is now a HashSet instead of an ArrayList, for faster add/remove calls 12 years ago
sha..RD 5e6b9a3746 * Fix use of deprecated Box constructor in TestBox 12 years ago
rem..om 44a77537ce Fixed HWSkinning initialization that was not properly falling back to software when HW skinning was not available 12 years ago
sha..RD bd9f389108 * Added joystick mappings for wireless Xbox 360 controller. Back shoulder buttons are not supported because its not possible to convert axis into button at the moment. 12 years ago
sha..RD 07a459555d * Added test to demonstrate what happens to a deleted texture when trying to use it with OpenGL 12 years ago
Sha..om 3195940994 * Fixed issue 590 (Uniform.setVector4Length() re-allocating buffer even when not needed) 12 years ago
Sha..om c972861331 * Fixed issue 583 (Matrix4f.multAcross() not working correctly) 12 years ago
iwg..om 8bc322e651 SDK: Android: Removed verbose setting when copying project libs to mobile/libs 12 years ago
iwg..om 086b241ea4 SDK: Android: Changed mobile-impl.xml to avoid pre-dexing external jar files. 12 years ago
bre..om 2b9f2dc7b3 removed sysout from AnimChannel 12 years ago
rem..om 1e2dc1486b formatting of MeshLoader before an upcomming change 12 years ago
rem..om eb5525e581 Hardware Skinning first commit, still non functionnal as no material implements it. also it's disabled by default in the skeleton control 12 years ago
rem..om e34d483973 Cleaned up SimpleWater uniform and varyings to not systematically use vec4 for no reason. 12 years ago