pspeed42
2d549ea833
Modified to keep its projectionMatrixOverride around
...
to avoid garbage creation in setClipPlane().
10 years ago
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
10 years ago
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.
10 years ago
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).
10 years ago
pspeed42
079c4c6482
Only allocate the array list when there are results.
...
A small thing... but significant in some use-cases.
10 years ago
pspeed42
a47fb27e56
WaterUtils tries to hard to avoid allocation... I
...
fixed three cases that were causing new Vector3fs
to be created.
10 years ago
pspeed42
c98a348fd2
Was a little overzealous in my Float conversion and
...
converted some stuff that only needs to be float.
Undid that.
10 years ago
pspeed42
3cf0e35a17
Added a setFloat() that takes a Float to avoid
...
auto-boxing in the case where a Float is already
at hand.
10 years ago
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.
10 years ago
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.
10 years ago
pspeed42
852ae28605
Removed the redundant camera.update() calls.
...
Switched many of the lists to SafeArrayList to avoid
per frame iterator allocations.
10 years ago
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.
10 years ago
pspeed42
efd6f0bf66
Avoid per-render iterator allocations by using the
...
SafeArrayList.getArray() method.
10 years ago
pspeed42
6625e572f5
Keep the scene and processor lists as SafeArrayList
...
for faster/cleaner iteration.
10 years ago
pspeed42
34b4eebb81
Avoid allocation of a temporary float[] array
...
and avoid allocation of a needless Vector3f array.
10 years ago
pspeed42
28adc784a9
Allow the center to be set without creating a
...
new Vector3f first.
10 years ago
pspeed42
97b8cb7435
Let triangle intersections fall right on the edge
...
the diagonal.
10 years ago
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)
10 years ago
Julien Gouesse
44f7e8bb84
Updates JOGL (2.2.0)
10 years ago
relu91
ba848391dd
UndoSupport, now the editor will reload the gui only if file is changed and some property editors. Also xml auto completition and XmlNavigator
10 years ago
David Bernard
42ae669c6d
jbullet: refactor PhysiscSpace.addAll/removeAll
...
- only add joint with current PhysicNode is BodyA
=> avoid logging warning
=> fix a previous bug in test about getBodyA when adding/removing BodyB
- remove optimisation that by-pass routing made by add()/remove()
10 years ago
pspeed42
1b0f6d0f59
Fix for proper collision distance based on
...
precedent. "I had one job..."
11 years ago
pspeed42
0633c0c5bc
Fixed an accidental sharing of temp vars vects
...
that turned out to matter.
11 years ago
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.
11 years ago
pspeed42
1ad6a57b32
Added a version of createFloatBuffer that takes
...
a ColoRGBA array.
11 years ago
Rémy Bouquet
628f73cb79
Merge pull request #158 from Perjin/colorRGBA-bugfix
...
Fixed clamp method in ColorRGBA.
thanks to Perjin
11 years ago
Jan Ivenz
dacaaa5477
Fixed clamp method in ColorRGBA.
11 years ago
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.
11 years ago
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.
11 years ago
pspeed42
7ca599dfd9
More tabs to spaces.
11 years ago
pspeed42
61cbf16ebc
Fixed the duplicate definition errors in normal.vert
...
...I left them commented out for reference and because
maybe this needs some rethinking.
11 years ago
pspeed42
cce7b0f6de
More tab eradication.
11 years ago
pspeed42
9b8b730c44
Added a license header.
11 years ago
Paul Speed
1a4f07b36a
Fixing tabs to spaces.
11 years ago
relu91
f1071fd05b
Update README.md
11 years ago
relu91
80548dd4a6
Create README.md
11 years ago
neph1
8700871e76
Fixed some merge issues (now it's working properly)
...
Added test case for IK
11 years ago
relu91
865980291a
Update repo
11 years ago
Nehon
1b7421a153
Used correct colorSpace in android Image loaders
11 years ago
Hannes Nevalainen
dd88363900
Screen blend mode for andriod.
11 years ago
Hannes Nevalainen
09b4ef6d82
Screen blend mode for JOGL.
11 years ago
Hannes Nevalainen
9027b748eb
Update javadoc for screen blend mode.
11 years ago
Hannes Nevalainen
ccb946e65d
Add Screen blend mode.
11 years ago
Christian Gärtner
33c9e6041b
[Bounding] Minor JavaDoc fix
11 years ago
Nehon
7356b727c3
Instancing now works with Lighting material, and shadows are supported with instanced geometries
11 years ago
Nehon
a11bfa5e63
Fixed a bug where grouped geom were rendered in shadow pre-pass because they were still in the shadow cast queue
11 years ago
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
11 years ago
shadowislord
6ddc68278b
* Make sure InstancedGeometry is non-batchable spatial
11 years ago
shadowislord
4ae99f9d5d
* Fix incorrect reset of Geometry members after cloning
11 years ago
shadowislord
4fdce777b5
* Fix ParticleEmitter.control reference which became incorrect after cloning
11 years ago