Campbell Suter
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da52de7f7f
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OculusVR: Get basic projections working (mostly), however, VR cameras still don't work properly
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7 years ago |
Campbell Suter
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b1baa26ea1
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Use two smaller textures for OculusVR, rather than a single large one
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7 years ago |
Campbell Suter
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5df7f80c04
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Clean up Oculus View Manager update() method
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7 years ago |
Campbell Suter
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563c3eabff
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OculusVR: Implement getType and rename eyePoses to hmdRelativeEyePoses
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7 years ago |
Campbell Suter
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3082e63cfd
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OculusVR: Implement further tracking methods
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7 years ago |
Campbell Suter
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601ba1cfda
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OculusVR: Add basic camera positioning
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7 years ago |
Campbell Suter
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8a3336704a
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Move rendering setup from Oculus VRViewManager to OculusVR, and implement cleanup
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7 years ago |
Campbell Suter
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1c975918b1
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OculusVR: Call GetPredictedDisplayTime to satasfy SubmitFrame
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7 years ago |
Campbell Suter
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f0b4c13515
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Use real, not stub, values in VRViewManagerOculus
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7 years ago |
Campbell Suter
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0844c9da04
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Add getters to OculusVR input
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7 years ago |
Campbell Suter
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3ac7888dc0
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Add initialization logic to OculusVR input
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7 years ago |
Campbell Suter
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7313abf58d
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Setup infrastructure for using LibOVR
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7 years ago |
Campbell Suter
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cf28e81480
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Add initial VRViewManagerOculus
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7 years ago |
Campbell Suter
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d96bf2c13e
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Add skeleton OculusVR input
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7 years ago |
Campbell Suter
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5fd5939807
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Add LWJGL-LibOVR gradle dependency
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7 years ago |
Campbell Suter
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4ce05dd0ca
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Add pre-render method to VRViewManager in preparation for adding Oculus
Rift support. See
https://hub.jmonkeyengine.org/t/libovr-oculus-rift-support/39427
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7 years ago |
Rémy Bouquet
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132b0abc50
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glTF Properly ignore morph animation until they are supported
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7 years ago |
Kirill Vainer
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5108f52ebf
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Merge remote-tracking branch 'origin/master' into in-pass-shadows
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7 years ago |
Alexandr Brui
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556e3de1c0
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fixed asset linked node to reuse shared data between loaded models. (#739)
* fixed asset linked node to reuse shared data between loaded models.
* updated implementation of binary loader.
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7 years ago |
Stephen Gold
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94e828f92e
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Merge pull request #750 from stephengold/master
fix issue #749: NPE in CollideIgnoreTransformTest
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7 years ago |
Stephen Gold
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2632c3227c
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fix issue #749: NPE in CollideIgnoreTransformTest
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7 years ago |
Kirill Vainer
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42432ed4ea
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remove hacks from ShadowUtil
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7 years ago |
Kirill Vainer
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6487def9d3
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update GLTracer
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7 years ago |
Kirill Vainer
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e4536808ca
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add point light mode for pre shadow techniques
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7 years ago |
Kirill Vainer
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fe158e7b31
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fix infinite recursive loop
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7 years ago |
Kirill Vainer
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628fa23059
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remove useless normalization in lighting shaders
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7 years ago |
Nehon
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db23985f92
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glTf: proper animation data padding when transforms are given as sparse arrays
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7 years ago |
Stephen Gold
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082fea969e
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Merge pull request #748 from stephengold/master
FlyByCamera: comments, annotations, & imports; address GitHub issue #697
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7 years ago |
Stephen Gold
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083f21d6a2
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FlyByCamera: comments, annotations, & imports; address GitHub issue #697
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7 years ago |
Stephen Gold
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0137670487
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Merge pull request #746 from stephengold/master
Geometry: set worldTransform to identity if ignoreTranform is true
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7 years ago |
Nehon
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3f99c80109
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glTF: properly close opened stream and avoid caching them.
Fixed an issue when an animation track didn't have any translation or scale entries
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7 years ago |
Nehon
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c17c3e9605
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Remove leftover sys err
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7 years ago |
Rémy Bouquet
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7b2f1094b1
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Gltf fix data reading
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7 years ago |
Stephen Gold
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8a5da0eb0e
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Geometry: set worldTransform to identity if ignoreTranform is true
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7 years ago |
Kirill Vainer
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fca6d4a8b2
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Merge remote-tracking branch 'origin/master' into in-pass-shadows
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7 years ago |
Kirill Vainer
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ad2a9e6230
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Revert "Resolving issue in ticket #661. Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. (#681)"
This reverts commit 989c7926df .
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7 years ago |
Stephen Gold
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3b5248766e
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Merge pull request #745 from stephengold/master
testcase & fix for issue #744: collideWith() versus setIgnoreTransform()
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7 years ago |
Stephen Gold
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e4bfe8a80d
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testcase & fix for issue #744: collideWith() versus setIgnoreTransform()
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7 years ago |
Nehon
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37e4d4d564
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PBR: Applied band factor to sh coefficient.
Regenrerated the default probe in test data
better gloss / spec pipeline
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7 years ago |
Alexandr Brui
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66137d53b8
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added auto closing readers. (#738)
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7 years ago |
Bekreth
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989c7926df
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Resolving issue in ticket #661. Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. (#681)
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7 years ago |
NemesisMate
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4251d70b75
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Fixed softkeyboard's (simulated) backspace not being recognized (#714)
The fix assumes that if a key-event's device is not recognized and the soft-keyboard is open, it is a touch-input event.
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7 years ago |
Alexandr Brui
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fb99ca90b1
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fixed NPE. (#737)
* fixed NPE.
* changed the if condition.
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7 years ago |
Nehon
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97fe9cc49c
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PBR properly normalize tangent frame
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7 years ago |
Kirill Vainer
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8d125a30ba
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Merge remote-tracking branch 'origin/master' into in-pass-shadows
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7 years ago |
Nehon
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c00407da33
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PBR : Removed specularColor contribution from direct lighting specular.
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7 years ago |
Nehon
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e6a55e9d3a
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Dropped the use of the irradiance Map for LightProbes, only the spherical harmonics coeffs are stored and used to recompose indirect diffuse color in the shader.
Also added a tweak to get the specular dominant direction when sampling the prefiltered env maps. It gives better result on low roughness materials.
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7 years ago |
Nehon
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0da2bfe0ba
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Changed how roughness is stored into prefiltered env map mipmaps for a more consistent method.
Bumped the default size of the LightProbe maps to 256
Change he integrateBRDF approximation method
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7 years ago |
Kirill Vainer
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d50fb09efb
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Merge remote-tracking branch 'origin/master' into in-pass-shadows
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7 years ago |
Kirill Vainer
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b56e321218
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Avoid calculating whitepoint for each sample for HDR (#722)
* Avoid calculating whitepoint for each sample for HDR
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7 years ago |