shadowislord
cc9b22de4c
Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error.
2014-09-07 15:54:33 -04:00
shadowislord
2b83b65f69
Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error.
2014-09-07 15:46:27 -04:00
shadowislord
73fc9bc1fd
Revert 04f8956
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The inconsistent compare function errors are due to user error, not engine error.
2014-09-07 15:38:07 -04:00
shadowislord
1d29bc3197
Make sure to throw exception if trying to use instancing but its not supported
2014-09-07 12:26:42 -04:00
Nehon
04f8956992
Revert back to merge sort for geometry sorting.
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Some issues have been reported, and are difficult to track as they happen randomly.
2014-09-07 13:56:33 +02:00
Nehon
d17bdb6485
BatchNode and GeometryBatchFactory now can handle normalized buffers.
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Also added a check in BatchNode that was present in GeometryBatchFactory
2014-09-06 20:55:58 +02:00
Hannes Nevalainen
3d6656463e
Move update logic into DefineList.
2014-09-01 22:20:16 +02:00
Nehon
124b5e51da
Fix an issue in the ShaderGenerator where it was unable to find the main function in a shader source when there were additional spaces.
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Also made the error more explicit when the matching fail.
2014-08-28 10:52:35 +02:00
Nehon
d33853d393
MaterialDebugAppState now properly applies renderStates
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Added a set method in RenderState
2014-08-27 20:15:35 +02:00
Rena4ka
f28c31d851
Fix and extend FBX file loader
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Fix using AssetManager.loadModel() with fbx file causing to throw
AssetLoadException.
Implemented loading of new file format .fba - .fbx file with animation
mapping.
2014-08-18 06:19:28 +04:00
Hannes Nevalainen
b74e501fac
fromIntARG and fromIntRGBA now returns self.
2014-08-17 11:16:01 +02:00
tort32
e5002c1428
Implemented FBX file loader
2014-08-16 05:35:02 +04:00
Nehon
b7433b99f7
Fixed issue in SkeletonControl applySkinningTangents where weight data index was not converted to unsigned byte.
2014-08-14 15:14:43 +02:00
Rémy Bouquet
37b6a2063a
Merge pull request #156 from ChristianGaertner/patch-1
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[Bounding] Minor JavaDoc fix
2014-08-14 10:11:31 +02:00
pspeed42
2d549ea833
Modified to keep its projectionMatrixOverride around
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to avoid garbage creation in setClipPlane().
2014-08-12 17:56:56 -04:00
pspeed42
ed443bcfa2
Modified Camera.setClipPlane() to avoid garbage
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creation using tempvars. Only a new matrix is
created now and I think I can get rid of that, too.
2014-08-12 16:32:18 -04:00
pspeed42
e0ee685466
Added a second vect4f to tempvars so renamed the
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first one to follow other conventions. Seems like
Material is the only thing using it (and I think it
could get away with a vec3 really but no harm done).
2014-08-12 16:31:06 -04:00
pspeed42
079c4c6482
Only allocate the array list when there are results.
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A small thing... but significant in some use-cases.
2014-08-12 04:38:03 -04:00
pspeed42
c98a348fd2
Was a little overzealous in my Float conversion and
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converted some stuff that only needs to be float.
Undid that.
2014-08-12 03:54:48 -04:00
pspeed42
3cf0e35a17
Added a setFloat() that takes a Float to avoid
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auto-boxing in the case where a Float is already
at hand.
2014-08-12 03:54:19 -04:00
pspeed42
c0465b73a8
Added a newFrame() method to UniformBindingManager
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to signal the beginning of a frame. Currently this
just grabs the time and tpf values once so as to avoid
per-material Float allocation and time drift within a
frame.
RenderManager now calls this at the beginning of the
root-level render() method.
2014-08-12 03:11:43 -04:00
pspeed42
852ae28605
Removed the redundant camera.update() calls.
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Switched many of the lists to SafeArrayList to avoid
per frame iterator allocations.
2014-08-12 02:52:55 -04:00
pspeed42
5d6d2b9bd7
Commented out the onFrameChange() in update() because
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its redundant.
Modified setGuiBounding to call the new setCenter(x,y,z)
method instead of allocating a Vector3f each time. (This
method is called any time someone sneezes.)
Fixed a missing line feed in a javadoc comment.
2014-08-12 02:50:08 -04:00
pspeed42
efd6f0bf66
Avoid per-render iterator allocations by using the
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SafeArrayList.getArray() method.
2014-08-12 02:48:06 -04:00
pspeed42
6625e572f5
Keep the scene and processor lists as SafeArrayList
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for faster/cleaner iteration.
2014-08-12 02:47:34 -04:00
pspeed42
34b4eebb81
Avoid allocation of a temporary float[] array
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and avoid allocation of a needless Vector3f array.
2014-08-12 02:46:42 -04:00
pspeed42
28adc784a9
Allow the center to be set without creating a
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new Vector3f first.
2014-08-12 02:46:11 -04:00
pspeed42
97b8cb7435
Let triangle intersections fall right on the edge
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the diagonal.
2014-08-12 02:45:36 -04:00
abies
a6827ead5a
Revert "Utility methods for getting arbitrary properties for triangles from mesh buffers"
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This reverts commit f80d6474a4c9e69725a1de1fe13acdb07a56c2b4.
2014-07-28 12:19:16 +02:00
abies
f80d6474a4
Utility methods for getting arbitrary properties for triangles from mesh buffers
2014-07-28 12:15:26 +02:00
abies
2e5c2bcde7
Merge remote-tracking branch 'jme-master/master'
2014-07-28 12:14:47 +02:00
pspeed42
1b0f6d0f59
Fix for proper collision distance based on
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precedent. "I had one job..."
2014-07-27 21:47:55 -04:00
pspeed42
0633c0c5bc
Fixed an accidental sharing of temp vars vects
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that turned out to matter.
2014-07-27 18:31:44 -04:00
pspeed42
d5e20d53d0
Implemented accurate bounding sphere to triangle
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collision. The old code had an implementation but
it missed tons of cases.
For 100,000 random points, the old way would process
that in about 12+ ms. The new way does it in about
18+ ms... but the old way missed 643 collisions
(180 versus 823).
Plus, with the new way accurate contact normal and
contact point can be provided trivially... so it is.
2014-07-27 18:11:43 -04:00
pspeed42
1ad6a57b32
Added a version of createFloatBuffer that takes
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a ColoRGBA array.
2014-07-27 18:08:28 -04:00
abies
bd69385571
Merge branch 'master' of https://github.com/jMonkeyEngine/jmonkeyengine
2014-07-19 13:39:05 +02:00
Jan Ivenz
dacaaa5477
Fixed clamp method in ColorRGBA.
2014-07-18 18:31:40 +02:00
pspeed42
216f874175
Added support for instancing at the mesh level.
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(so far only for lwjgl because I'm lazy)
Went ahead and added in divisor support while I was
at it because it doesn't cost anything and there might
be use-cases for it.
Mesh now knows about instances and you can directly
ask it for an instance count. I haven't added support
for proper bounding box calculation but it should
at least be possible now.
2014-07-11 01:14:47 -04:00
pspeed42
cce7b0f6de
More tab eradication.
2014-07-10 02:49:21 -04:00
pspeed42
9b8b730c44
Added a license header.
2014-07-10 01:55:29 -04:00
Paul Speed
1a4f07b36a
Fixing tabs to spaces.
2014-07-10 01:38:19 -04:00
Hannes Nevalainen
9027b748eb
Update javadoc for screen blend mode.
2014-07-01 19:19:53 +02:00
Hannes Nevalainen
ccb946e65d
Add Screen blend mode.
2014-07-01 19:17:25 +02:00
Christian Gärtner
33c9e6041b
[Bounding] Minor JavaDoc fix
2014-07-01 17:53:46 +02:00
Nehon
7356b727c3
Instancing now works with Lighting material, and shadows are supported with instanced geometries
2014-06-29 18:41:32 +02:00
Nehon
a11bfa5e63
Fixed a bug where grouped geom were rendered in shadow pre-pass because they were still in the shadow cast queue
2014-06-29 18:40:31 +02:00
shadowislord
fa41da59a4
* Fix outstanding cloning related issues in InstancedNode
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* Throw exception if the geometry's material does not support instancing
* Test the cloning function in TestInstanceNode
2014-06-28 20:52:30 -04:00
shadowislord
6ddc68278b
* Make sure InstancedGeometry is non-batchable spatial
2014-06-28 20:50:10 -04:00
shadowislord
4ae99f9d5d
* Fix incorrect reset of Geometry members after cloning
2014-06-28 20:49:21 -04:00
shadowislord
4fdce777b5
* Fix ParticleEmitter.control reference which became incorrect after cloning
2014-06-28 20:02:25 -04:00