pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							2d549ea833 
							
						 
					 
					
						
						
							
							Modified to keep its projectionMatrixOverride around  
						
						... 
						
						
						
						to avoid garbage creation in setClipPlane(). 
						
						
					 
					
						2014-08-12 17:56:56 -04:00 
						 
				 
			
				
					
						
							
							
								Nehon 
							
						 
					 
					
						
						
						
						
							
						
						
							ca6d3f4e73 
							
						 
					 
					
						
						
							
							Commented out a line in the OglesShaderRenderer (android) that was occasionally causing a crash on android.  
						
						... 
						
						
						
						This line was already commented in other renderers, and I have to admit I have no clue of what it does except crashing the app 
						
						
					 
					
						2014-08-12 23:05:24 +02:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							ed443bcfa2 
							
						 
					 
					
						
						
							
							Modified Camera.setClipPlane() to avoid garbage  
						
						... 
						
						
						
						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  
						
						... 
						
						
						
						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.  
						
						... 
						
						
						
						A small thing... but significant in some use-cases. 
						
						
					 
					
						2014-08-12 04:38:03 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							a47fb27e56 
							
						 
					 
					
						
						
							
							WaterUtils tries to hard to avoid allocation... I  
						
						... 
						
						
						
						fixed three cases that were causing new Vector3fs
to be created. 
						
						
					 
					
						2014-08-12 04:06:07 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							c98a348fd2 
							
						 
					 
					
						
						
							
							Was a little overzealous in my Float conversion and  
						
						... 
						
						
						
						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  
						
						... 
						
						
						
						auto-boxing in the case where a Float is already
at hand. 
						
						
					 
					
						2014-08-12 03:54:19 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							1185d2099b 
							
						 
					 
					
						
						
							
							Avoid some teeny-tiny per frame allocations by  
						
						... 
						
						
						
						only creating a new Plane() and setting the water
height uniform when the water height changes.
Also got rid of the redundant dot() product and
Vector3f allocation in the process. 
						
						
					 
					
						2014-08-12 03:13:16 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							c0465b73a8 
							
						 
					 
					
						
						
							
							Added a newFrame() method to UniformBindingManager  
						
						... 
						
						
						
						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.  
						
						... 
						
						
						
						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  
						
						... 
						
						
						
						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  
						
						... 
						
						
						
						SafeArrayList.getArray() method. 
						
						
					 
					
						2014-08-12 02:48:06 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							6625e572f5 
							
						 
					 
					
						
						
							
							Keep the scene and processor lists as SafeArrayList  
						
						... 
						
						
						
						for faster/cleaner iteration. 
						
						
					 
					
						2014-08-12 02:47:34 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							34b4eebb81 
							
						 
					 
					
						
						
							
							Avoid allocation of a temporary float[] array  
						
						... 
						
						
						
						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  
						
						... 
						
						
						
						new Vector3f first. 
						
						
					 
					
						2014-08-12 02:46:11 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							97b8cb7435 
							
						 
					 
					
						
						
							
							Let triangle intersections fall right on the edge  
						
						... 
						
						
						
						the diagonal. 
						
						
					 
					
						2014-08-12 02:45:36 -04:00 
						 
				 
			
				
					
						
							
							
								Julien Gouesse 
							
						 
					 
					
						
						
						
						
							
						
						
							2bca84a43d 
							
						 
					 
					
						
						
							
							Ports all changes done on the official renderer during several months to the JOGL renderer (I thank a lot the lazy developers)  
						
						
						
						
					 
					
						2014-08-10 18:27:47 +02:00 
						 
				 
			
				
					
						
							
							
								Julien Gouesse 
							
						 
					 
					
						
						
						
						
							
						
						
							44f7e8bb84 
							
						 
					 
					
						
						
							
							Updates JOGL (2.2.0)  
						
						
						
						
					 
					
						2014-08-10 15:30:01 +02:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							1b0f6d0f59 
							
						 
					 
					
						
						
							
							Fix for proper collision distance based on  
						
						... 
						
						
						
						precedent.  "I had one job..." 
						
						
					 
					
						2014-07-27 21:47:55 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							0633c0c5bc 
							
						 
					 
					
						
						
							
							Fixed an accidental sharing of temp vars vects  
						
						... 
						
						
						
						that turned out to matter. 
						
						
					 
					
						2014-07-27 18:31:44 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							d5e20d53d0 
							
						 
					 
					
						
						
							
							Implemented accurate bounding sphere to triangle  
						
						... 
						
						
						
						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  
						
						... 
						
						
						
						a ColoRGBA array. 
						
						
					 
					
						2014-07-27 18:08:28 -04:00 
						 
				 
			
				
					
						
							
							
								Rémy Bouquet 
							
						 
					 
					
						
						
						
						
							
						
						
							628f73cb79 
							
						 
					 
					
						
						
							
							Merge pull request  #158  from Perjin/colorRGBA-bugfix  
						
						... 
						
						
						
						Fixed clamp method in ColorRGBA.
thanks to Perjin 
						
						
					 
					
						2014-07-19 07:17:54 +02:00 
						 
				 
			
				
					
						
							
							
								Jan Ivenz 
							
						 
					 
					
						
						
						
						
							
						
						
							dacaaa5477 
							
						 
					 
					
						
						
							
							Fixed clamp method in ColorRGBA.  
						
						
						
						
					 
					
						2014-07-18 18:31:40 +02:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							e76e770d17 
							
						 
					 
					
						
						
							
							Modified the multi-slot buffer support to work even  
						
						... 
						
						
						
						if the buffer is not instanced.  Saw no real reason
not to and it makes buffer support more flexible. 
						
						
					 
					
						2014-07-11 01:38:14 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							216f874175 
							
						 
					 
					
						
						
							
							Added support for instancing at the mesh level.  
						
						... 
						
						
						
						(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 
							
						 
					 
					
						
						
						
						
							
						
						
							7ca599dfd9 
							
						 
					 
					
						
						
							
							More tabs to spaces.  
						
						
						
						
					 
					
						2014-07-11 00:03:04 -04:00 
						 
				 
			
				
					
						
							
							
								pspeed42 
							
						 
					 
					
						
						
						
						
							
						
						
							61cbf16ebc 
							
						 
					 
					
						
						
							
							Fixed the duplicate definition errors in normal.vert  
						
						... 
						
						
						
						...I left them commented out for reference and because
maybe this needs some rethinking. 
						
						
					 
					
						2014-07-10 03:57:00 -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 
						 
				 
			
				
					
						
							
							
								neph1 
							
						 
					 
					
						
						
						
						
							
						
						
							8700871e76 
							
						 
					 
					
						
						
							
							Fixed some merge issues (now it's working properly)  
						
						... 
						
						
						
						Added test case for IK 
						
						
					 
					
						2014-07-04 17:59:09 +02:00 
						 
				 
			
				
					
						
							
							
								Nehon 
							
						 
					 
					
						
						
						
						
							
						
						
							1b7421a153 
							
						 
					 
					
						
						
							
							Used correct colorSpace in android Image loaders  
						
						
						
						
					 
					
						2014-07-02 20:55:02 +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  
						
						... 
						
						
						
						* 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 
						 
				 
			
				
					
						
							
							
								shadowislord 
							
						 
					 
					
						
						
						
						
							
						
						
							564a08672f 
							
						 
					 
					
						
						
							
							* Remove InstancedNode.setCullHint(CullHint.Never) from TestInstancedNode example as it is not neccessary  
						
						
						
						
					 
					
						2014-06-28 19:34:53 -04:00 
						 
				 
			
				
					
						
							
							
								shadowislord 
							
						 
					 
					
						
						
						
						
							
						
						
							eee43b470e 
							
						 
					 
					
						
						
							
							* Added InstancedNode: easy to use instancing with similar API to BatchNode. The underlying scene graph will be automatically optimized so instancing is used as much as possible, thus reducing number of draw calls and improving performance. Unlike BatchNode, it does not copy the geometry's mesh around, but only its transform. In order for it to work, it requires the Renderer to support the GeometryInstancing capability.  
						
						... 
						
						
						
						* Replaced existing instancing test with TestInstanceNode, which demostrates how to use the new InstancedNode by changing the transform, mesh, and material of every instance periodically.
 * The lower-level InstancedGeometry API rewritten: Users don't need to manage the number of instances they have and their indices. Instead, they can use addInstance() and removeInstance() to add and remove instances as desired. Unlike InstancedNode, InstancedGeometry requires all Geometries to have the same mesh and material, but they can have different transforms.
 * Instancing.glsllib now requires the InstanceData to have world transforms instead of world view transforms. As a consequence, users of instancing must specify in the material the world parameters ViewProjectionMatrix and ViewMatrix instead of ProjectionMatrix. 
						
						
					 
					
						2014-06-28 19:27:26 -04:00 
						 
				 
			
				
					
						
							
							
								shadowislord 
							
						 
					 
					
						
						
						
						
							
						
						
							52b93ba933 
							
						 
					 
					
						
						
							
							* Made Geometry.associate/unassociate To/From GroupNode methods public so they can be GeometryGroupNode implementations outside the com.jme3.scene package  
						
						... 
						
						
						
						* Added ability to get the geometry start index for GeometryGroupNode implementations 
						
						
					 
					
						2014-06-28 19:15:39 -04:00 
						 
				 
			
				
					
						
							
							
								shadowislord 
							
						 
					 
					
						
						
						
						
							
						
						
							5b7a408bcc 
							
						 
					 
					
						
						
							
							* Fix issue where BatchNode.clone() would still re-use the previous BatchNode's data structures  
						
						
						
						
					 
					
						2014-06-28 19:09:20 -04:00 
						 
				 
			
				
					
						
							
							
								shadowislord 
							
						 
					 
					
						
						
						
						
							
						
						
							ef1e69c182 
							
						 
					 
					
						
						
							
							* Instanced objects are now considered a single object when generating rendering statistics  
						
						
						
						
					 
					
						2014-06-28 19:05:04 -04:00 
						 
				 
			
				
					
						
							
							
								neph1 
							
						 
					 
					
						
						
						
						
							
						
						
							8738f961ea 
							
						 
					 
					
						
						
							
							This is the long-overdue initial check in of KinematicRagdollControl with IK support. It also contains some modifications to Bone. Tested with TestBoneRagdoll to ensure backwards compatibility. Please review.  
						
						
						
						
					 
					
						2014-06-28 14:58:57 +02:00 
						 
				 
			
				
					
						
							
							
								neph1 
							
						 
					 
					
						
						
						
						
							
						
						
							ed6256ef47 
							
						 
					 
					
						
						
							
							Fix for handling multiple channels in AnimationEvent  
						
						... 
						
						
						
						new constructor (variant)
(First commit in github repo) 
						
						
					 
					
						2014-06-28 12:57:18 +02:00 
						 
				 
			
				
					
						
							
							
								Nehon 
							
						 
					 
					
						
						
						
						
							
						
						
							7df6235dcd 
							
						 
					 
					
						
						
							
							The packaged zip now contains the sources  
						
						
						
						
					 
					
						2014-06-19 07:59:51 +02:00 
						 
				 
			
				
					
						
							
							
								Nehon 
							
						 
					 
					
						
						
						
						
							
						
						
							c171235b27 
							
						 
					 
					
						
						
							
							Changed the build so that the produced zip has a valid path  
						
						
						
						
					 
					
						2014-06-19 07:35:13 +02:00 
						 
				 
			
				
					
						
							
							
								Nehon 
							
						 
					 
					
						
						
						
						
							
						
						
							7956e513e2 
							
						 
					 
					
						
						
							
							created a createZipDistribution task on the gradle build  
						
						
						
						
					 
					
						2014-06-19 00:04:27 +02:00