* DesktopAssetManager now works as before (flipY and generate mips options are enabled)
* Fix crash in TestSimpleWater
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9322 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This allow to have shadows that fully works with partially transparent objects (like trees).
If a material does not have the postShadow technique, the renderer uses the fallback material (like before).
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9279 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Refactored paralax calculation code in Parallax.glsllib
- Added a boolean param to lighting material PackedNormalParallax to specify if the parallax map is stored in the alpha channel of the normal map (it was already implemented in the shader). added a dds file and a material using this
- The parallax height can now be set by users by setting the ParallaxHeight attribute. default is 0.05
- Deleted old normal map for water
- Inverted green channel of the brickwall normal texture to look good with recent change in normal calculation in lighting material
- Created a test case for parallax mapping where you can swich from classic to steep parallax using spacebar, and where you can tweak the parallax heigh by using I and K keys.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8046 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Rewrote J3M loader
* AssetManager.unregisterLocator() must be implemented
* Added support for material default vars
* Apply NVIDIA spot light fix for TerrainLighting
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8024 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Fix bump mapping issue that was there since the beginning of time ... flipping normal.y only worked for pond_normal.png texture and IS NOT CORRECT in most cases. Now the texture itself has been adjusted to be correct while the flipping of normal.y removed
* Fix crash when playing sound in simpleInitApp()
* Fix issue where Spatial.setModelBound() would do absolutely nothing
* Skies created via SkyFactory now don't suffer from "premature culling" bug
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8010 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- computed the spotDirection in view space on the java side in Material and pass it as a uniform -> vec4 spotVec disapear
- this implies to decode the cos values for falloff in the frag shader instead of the vert shader, but allows to reduce light vec from vec4 to vec3
All in all it shouldn't be that much of a performance hit, since the matrix multiplication of spotVec occur once per geometry instead of once per vertex, we could go further and compute it once per frame.
On the other hand decoding of the cos values happens once for each pixel instead of once for each vertex ( a floor a mult and a fract). I guess this should be balanced in a rich scene.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7978 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Particles now have proper glow
* Fixed bug where references to static variables would stay in ParticleEmitter and particleInfluencer, causing havoc
* Fixed warning in InputManager when using ScreenshotAppState
* TestEverything now uses TangentBinormalGenerator, since before there was no tangents for the floor
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7821 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Blender importer now puts transparent materials in the transparent queue bucket
* Blender importer creates RGBA8 textures as a result of blending
* Blender importer - all textures are now mipmapped by default
* Lighting shader now supports lightmap
* Fixed GLSL 1.5 warnings
* Ogre3D materials now use glow color as emissive color
* MaterialLoader will now only load first texture unit instead of last
* All XML loaders are now namespace aware by default so that android can properly load XML
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7792 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* XML representation of savable now writes version (no reading yet)
* Initial attempt of fixing "frozen after app restart" bug
* Fixed NVIDIA shininess bug (!!!) - No longer need to set m_Shininess on materials!
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7734 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* When loading models with SimpleTextured/WireColor/SolidColor materials
* When loading Unshaded material with spelling error "SeperateTexCoord" instead of "SeparateTexCoord"
* Also fixed issue with loading animated models
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7729 75d07b2b-3a1a-0410-a2c5-0572b91ccdca