MeFisto94
2379cfba77
Merge pull request #1276 from MeFisto94/fix-gldebug
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Fixes #1272 - Improve GLDebugDesktop by reducing manual overrides
2020-04-04 03:09:19 +02:00
Stephen Gold
f652591281
remove unnecessary casts and tests for null, discovered using NetBeans ( #1285 )
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* remove unnecessary tests for null, discovered using NetBeans
* jme3-core: remove unnecessary casts
* jme3-examples: remove unnecessary casts
* jme3-vr: remove unnecessary casts
* jme-plugins: remove unnecessary casts
* jme3-terrain: remove unnecessary casts
* jme3-desktop: remove unnecessary casts
* jme3-android: remove unnecessary casts
* remove unnecessary casts, discovered using NetBeans
* TerrainQuad: back out one casting delta that's not a removal
* TerrainPatch: simplify generateLodEntropies() after removal of the cast
* TerrainPatch: simplify reIndexGeometry() after removal of the cast
2020-02-13 10:21:51 -08:00
MeFisto94
12481c08f6
Use a reflection-based approach to call checkError() after every call to the openGL API to reduce Code Duplication and increase Maintainability, while also fixing the regression caused by GLDebugDesktop extending from GLDebugES and thus making the Renderer think it is on mobile.
2020-02-12 23:56:06 +01:00
Stephen Gold
0fd70b81c9
Add missing @Override annotations ( #1270 )
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* jme3-core: add the missing @Override annotations
* jme3-desktop: add the missing @Override annotations
* jme3-bullet and jme3-jbullet: add the missing @Override annotations
* jme3-effects: add the missing @Override annotations
* jme3-terrain: add the missing @Override annotations
* jme3-examples: add the missing @Override annotations
* jme3-android: add the missing @Override annotations
* jme3-blender: add the missing @Override annotations
* jme3-ios: add the missing @Override annotations
* jme3-jogg and jme3-jogl: add the missing @Override annotations
* jme3-plugind: add the missing @Override annotations
* jme3-lwjgl and jme3-lwjgl3: add the missing @Override annotations
* jme3-networking: add the missing @Override annotations
* jme3-vr: add the missing @Override annotations
2020-01-30 09:16:47 -08:00
Ali-RS
dae85e1598
Removed unused imports. ( #1020 )
2019-02-11 21:40:32 -08:00
Kirill Vainer
6127f7eb7a
Miscellaneous OpenGL ES fixes ( #720 )
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* Use correct HALF_FLOAT constant for GLES
* Support GLTracer and GL debug in Android
* Support instancing in GLTracer
* Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
* Support ABGR8 using swizzle extension
* Move glFramebufferTextureLayer to GLFbo
* Avoid RGB111110F in filters unless its actually supported
* Use the same depth format in all places in FPP
* Print the object with the problem in NativeObjectManager
* JMException does not exist on Android
2017-09-17 23:00:29 -04:00
Nehon
6a467ecb53
Added gpu profiling to Renderer and all the GL backends except ios
2017-02-05 17:57:28 +01:00
empirephoenix
4663258904
Merge pull request #535 from papaspace/custom-blend-func
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Added RenderState.BlendMode.Custom
2016-12-07 13:00:21 +01:00
MeFisto94
0262b72258
Using LegacyApplication in the iOS Harness just like it has been done for Android in 3c56afe
2016-08-20 11:28:04 +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
shamanDevel
5e098b0493
worked on LWJGL3 support
2016-05-08 17:05:43 +02:00
Teencrusher
bffa2191e5
Moved glBlendEquationSeparate from GL2 interface to GL interface. Added an example of the feature. Minors issues.
2016-04-07 10:06:34 -04:00
Kostyantyn Hushchyn
b35c5e9820
Remove redundand code. Fixed java/lang/IllegalStateException in com/jme3/asset/DesktopAssetManager.registerAndCloneSmartAsset. Added ogg loader
2015-04-27 01:36:15 +03:00
Kostyantyn Hushchyn
eba4c4e29a
Fixed iOS subsystem after transition to common renderer. Added OpenAL audio renderer. Implemented flip y in native iOS image loader
2015-04-26 11:06:26 +03:00
Kirill Vainer
ed4b70bcad
GLTiming: new GL wrapper to profile GL calls
2015-04-25 17:41:50 -04:00
Kirill Vainer
5b95f8a4b0
GLRenderer: Improve compatibility with OpenGL 3.2 core profile
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* Separate GLFbo and GLExt implementations. GLFbo can now be implemented either via vanilla OpenGL3 calls or GL_EXT_framebuffer_*** extensions (OpenGL2.1- only).
* Use modern way of getting supported extensions in core profile.
* Luminance and Alpha formats are not available when running in core profile.
* Bind a dummy vertex array object (VAO) when running in core profile.
* Point sprite mode is always enabled. Since both OpenGL ES 2.0 and OpenGL 3.2 core require it, jME3 is no longer capable of rendering regular points.
2015-04-25 16:57:24 -04:00
Kirill Vainer
389b117fb6
IosGL: reset buffer position in fromArray()
2015-04-25 12:45:30 -04:00
shadowislord
22957c3d28
IOS Renderer: remove clear texture units (does nothing anyway)
2015-03-27 22:20:38 -04:00
shadowislord
40926dc32d
AssetConfig: Platform asset config now returned as URL
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- Return back DesktopAssetManager constructor with boolean argument - this time it shall use platform config instead of always using Desktop.cfg
2015-03-01 15:11:57 -05:00
shadowislord
25b1780e09
AssetManager: remove useless subclasses
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* All platforms now use asset configuration files. Subclasses of DesktopAssetManager no longer required.
* Added general asset config file which is included by all
* JmeSystemDelegate now always returns DesktopAssetManager
* JmeSystem is now responsible for providing the platform-specific asset config path
* Deprecate JmeSystem.createImageRaster(), it is simpler to create a DefaultImageRaster
2015-02-28 18:32:38 -05:00
shadowislord
ee151af5d2
iOS: use generic GLRenderer (untested)
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- many methods are stubs .. may need some cleanup later on the native code side.
2015-02-25 23:20:42 -05:00
iwgeric
4baceb6a08
fixed compilation issues in deprecated OGLESShaderRenderer, IGLESShaderRenderer, and JoglRenderer caused by earlier commit
2015-02-14 10:27:23 -05:00
shadowislord
c818ee9c5c
IosAssetManager: Remove nearest filtering override (old code)
2015-02-09 21:08:33 -05:00
shadowislord
6ca111b13d
Refactor renderer system
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* Support OpenGL ES 2 in GLRenderer (various error fixes)
* Get rid of OpenGL 1 remenants
* Other minor cleanups
2015-01-19 18:15:25 -05:00
Nehon
9f459af4e3
One can now call readFrameBuffer with a specific format, implementation has been done for the GLRenderer only.
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For now only placeholders have been done for the renderers that are still not using URA (all except LWJGL).
2014-12-28 16:23:30 +01:00
iwgeric
a55aae21f9
Minor cleanup of mouse / keyboard methods for touch.
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Depreciated InputManager.getSimluateMouse and replaced with InputManager.isSimulateMouse for consistancy.
Removed depreciated TouchInput.getSimulateMouse().
Added InputManager.isSimulateKeyboard() to keep consistancy with mouse methods.
2014-12-12 13:16:41 -05:00
iwgeric
a116389814
Forgot to add isSimulateKeyboard to TouchInput interface.
2014-12-12 13:00:05 -05:00
iwgeric
249f62fe95
remove showVirtualKeyboard from TouchInput
2014-12-12 12:16:45 -05:00
iwgeric
d42a777909
Add showSoftKeyboard(boolean show) to JmeSystem.
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Includes empty implementations for now. Android to be implemented in next commit.
2014-12-12 08:15:53 -05:00
shadowislord
2ec7366fde
Initialize OpenAL context in the render thread
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Also remove useless AndroidAudioRenderer from jme3-ios
2014-11-20 20:21:37 -05:00
shadowislord
a947bcb64b
Fix build error
2014-11-17 22:42:41 -05:00
shadowislord
eaa5a15f39
Remove use of deprecated image formats (IOS)
2014-11-09 11:54:34 -05:00
David Bernard
37da17e3eb
add support of DepthStencil into *Renderer
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+ a test app
- only tested on desktop with Lwjgl
2014-11-05 12:15:14 +01:00
shadowislord
661053689d
Fix glClear not working properly if the last rendered model disabled depth or color writing (fix issue #639 on google code)
2014-09-21 18:19:54 -04:00
shadowislord
65094e9ca1
* Put the shader compile log on the next line so its slightly more readable
2014-06-05 23:28:28 -04:00
shadowislord
81498d6f79
* Introduce Image.isNPOT() which is now used to check if the image is non-power-of-2 in renderer implementations.
2014-05-31 12:27:31 -04:00
shadowislord
35cfae5ef0
* Merge revision 11058 from experimental branch
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- Add instanced geometry support. This is performed by uploading 4 vertex buffers each containing 4 floats. The top 3 rows are the world matrix and the bottom row is a quaternion representing the normal matrix. Hence, both unshaded and lit geometries can be rendered through instancing.
See Instancing.glsllib for more information as well as the comment in LwjglRenderer.
2014-05-31 11:46:58 -04:00
Nehon
e4ba4e9e9e
- Image loaders now assume ALL images are in sRGB space and set the flag accordingly
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- All images constructors now take the isSrgb flag as a parameter, all engine classes has been changed to accommodate the change, old constructors has been deprecated for backward compatibility. One should always ask himself in which color space is an image if dealing with gamma correction
- Gamma correction has been defaulted to false in the appSettings
2014-05-26 12:11:56 +02:00
Nehon
77a4002c3d
Added support for hardware srgb output (gamma correction).
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It can be toggled at render time.
Works with lwjgl
Couldn't test with Jogl and might be not working
Not supported by mobile renderers
2014-05-26 12:11:55 +02:00
Kostyantyn Hushchyn
625264b6d8
Added base input handler - touch and simulated mouse
2014-04-03 04:27:43 +03:00
Normen Hansen
9e9b08afa2
- add iOS to build
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- add optional libraries to SDK
2014-03-23 23:05:24 +01:00
Normen Hansen
a16857c8f4
switch to gradle layout
2014-03-21 02:32:11 +01:00