Commit Graph

1238 Commits (312fb5bb57cc558a3e4b1e37137bf732eb48fe69)

Author SHA1 Message Date
shadowislord c274675660 FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs) 10 years ago
neph1 2c38efe051 A bunch of basic ShaderNodes 10 years ago
Nehon 6e287d0ef2 Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore. 10 years ago
Nehon 260eb128f6 fixed typo in MAterialDebugAppState 10 years ago
Nehon 8f43da58ae Better spotlight vs frustum intersection check and with a testcase 10 years ago
Nehon d5c96d84ee Fixed initialization issues in ChaseCameraAppState 10 years ago
Nehon 24a971a186 Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer 10 years ago
Nehon 9cd1a514a6 Fixed an issue with cinematic that was causing the first frame of the cinematic to not be rendered. 10 years ago
abies 9484f1f4b4 Added Iterable<Geometry> support for GeometryList, so it can be use with foreach statements 10 years ago
Nehon dd7ea3d2a7 Fixed Spline and MotionPath init issue when setting a curve tension before adding way points 10 years ago
Normen Hansen 3a3145df09 Add RootNodeAppState, managing and updating a rootNode in an AppState 10 years ago
shadowislord b1211e55a4 Implement spot light v. frustum culling by converting the spot light into an oriented-bounding box and then performing frustum v. OBB intersection. 10 years ago
shadowislord e76559a847 Set the light filter's camera in RenderManager.setCamera() as it is more appropriate. 10 years ago
shadowislord b51f015fb9 Add rudimentary cone v. frustum intersection test for light culling. 10 years ago
shadowislord 1c0d798707 Add support for light culling or "filtering". 10 years ago
shadowislord 75a67d0611 Particle.j3md now supports shadow casting (only for triangle-based particles) 10 years ago
shadowislord bfc866774f Fix lighting crash when using environment mapping due to the addition of instancing 10 years ago
pspeed42 aea5e4af31 Added a basic AppProfiler implementation and corresponding 10 years ago
pspeed42 a517130528 Added hooks for detailed performance profiling. 10 years ago
pspeed42 3d32b012c2 Checking in the profiler classes separately as I work 10 years ago
pspeed42 70c10aac3a Added the base abstract app state class that was 10 years ago
Nehon ead8393600 Made GeometryGroupNode.getGeometryStartIndex public 10 years ago
pspeed42 5a482e2b98 Added another Photoshop tyle blend mode: Exclusion 10 years ago
shadowislord cc9b22de4c Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error. 10 years ago
shadowislord 2b83b65f69 Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error. 10 years ago
shadowislord 73fc9bc1fd Revert 04f8956 10 years ago
shadowislord 1d29bc3197 Make sure to throw exception if trying to use instancing but its not supported 10 years ago
Nehon 04f8956992 Revert back to merge sort for geometry sorting. 10 years ago
Nehon d17bdb6485 BatchNode and GeometryBatchFactory now can handle normalized buffers. 10 years ago
Hannes Nevalainen 3d6656463e Move update logic into DefineList. 10 years ago
Nehon 124b5e51da Fix an issue in the ShaderGenerator where it was unable to find the main function in a shader source when there were additional spaces. 10 years ago
Nehon d33853d393 MaterialDebugAppState now properly applies renderStates 10 years ago
Rena4ka f28c31d851 Fix and extend FBX file loader 10 years ago
Hannes Nevalainen b74e501fac fromIntARG and fromIntRGBA now returns self. 10 years ago
tort32 e5002c1428 Implemented FBX file loader 10 years ago
Nehon b7433b99f7 Fixed issue in SkeletonControl applySkinningTangents where weight data index was not converted to unsigned byte. 10 years ago
pspeed42 2d549ea833 Modified to keep its projectionMatrixOverride around 10 years ago
pspeed42 ed443bcfa2 Modified Camera.setClipPlane() to avoid garbage 10 years ago
pspeed42 e0ee685466 Added a second vect4f to tempvars so renamed the 10 years ago
pspeed42 079c4c6482 Only allocate the array list when there are results. 10 years ago
pspeed42 c98a348fd2 Was a little overzealous in my Float conversion and 10 years ago
pspeed42 3cf0e35a17 Added a setFloat() that takes a Float to avoid 10 years ago
pspeed42 c0465b73a8 Added a newFrame() method to UniformBindingManager 10 years ago
pspeed42 852ae28605 Removed the redundant camera.update() calls. 10 years ago
pspeed42 5d6d2b9bd7 Commented out the onFrameChange() in update() because 10 years ago
pspeed42 efd6f0bf66 Avoid per-render iterator allocations by using the 10 years ago
pspeed42 6625e572f5 Keep the scene and processor lists as SafeArrayList 10 years ago
pspeed42 34b4eebb81 Avoid allocation of a temporary float[] array 10 years ago
pspeed42 28adc784a9 Allow the center to be set without creating a 10 years ago
pspeed42 97b8cb7435 Let triangle intersections fall right on the edge 10 years ago