Commit Graph

2690 Commits (33487ad8cb3aade1174acfa5efe39349081986f6)

Author SHA1 Message Date
rem..om 9b33c7c851 Removed debugging system out from animChannel 12 years ago
rem..om 6470f44c97 Added a test case for Hardware Skinning 12 years ago
bre..om ff4c38e20a TerrainLodControl now refreshes when first added to the scene 12 years ago
phr00t 8cb1a8ed9e Updated native bullet builds to v2.81 for Linux & Windows (both 32 & 64 bit). MacOSX remains at v2.80 for the time being. This resolves swapped physics ray test source & destination arguments & other crashing issues. 12 years ago
sha..RD 0f21f19735 * Mesh.prepareForAnim() is now much smarter about what to do. It won't convert the buffers unless absolutely necessary and apply the proper usages to the buffers as needed. 12 years ago
sha..RD b6afd61ef0 * Lighting shader now supports HW skinning 12 years ago
sha..RD d9e3af1795 * Unshaded material now supports HW skinning 12 years ago
sha..RD c21b60fbe7 HW Skinning 12 years ago
sha..RD 8c1e5c9cf9 * Set AndroidHarness contentView to a TextView (not GLSurfaceView) onDestroy(), perhaps it will help with OOM issues 12 years ago
sha..RD 281f9b6c20 * Fix various issues with HW skinning state in SkeletonControl. setHardwareSkinningPreferred(boolean) can be used to request HW skinning, and isHardwareSkinningUsed() to see if its actually being used or not. 12 years ago
sha..RD b0f2e17db2 * List of native objects in NativeObjectManager is now a HashSet instead of an ArrayList, for faster add/remove calls 12 years ago
sha..RD 5e6b9a3746 * Fix use of deprecated Box constructor in TestBox 12 years ago
rem..om 44a77537ce Fixed HWSkinning initialization that was not properly falling back to software when HW skinning was not available 12 years ago
sha..RD bd9f389108 * Added joystick mappings for wireless Xbox 360 controller. Back shoulder buttons are not supported because its not possible to convert axis into button at the moment. 12 years ago
sha..RD 07a459555d * Added test to demonstrate what happens to a deleted texture when trying to use it with OpenGL 12 years ago
Sha..om 3195940994 * Fixed issue 590 (Uniform.setVector4Length() re-allocating buffer even when not needed) 12 years ago
Sha..om c972861331 * Fixed issue 583 (Matrix4f.multAcross() not working correctly) 12 years ago
bre..om 2b9f2dc7b3 removed sysout from AnimChannel 12 years ago
rem..om 1e2dc1486b formatting of MeshLoader before an upcomming change 12 years ago
rem..om eb5525e581 Hardware Skinning first commit, still non functionnal as no material implements it. also it's disabled by default in the skeleton control 12 years ago
rem..om e34d483973 Cleaned up SimpleWater uniform and varyings to not systematically use vec4 for no reason. 12 years ago
rem..om 761fe60388 Added missing getters for SimpleWaterProcessors 12 years ago
Kae..pl f8c256d127 Feature: added scale retreive methods to Matrix4f. 12 years ago
bre..om 0ffe547d5a test case showing soft particle issues, they end up quite hard... 12 years ago
PSp..om e7aa7eb627 Modified maxLocal and minLocal to return 'this' to 12 years ago
nor..67 ffd8c72c66 - slightly improve AbstractPhysicsControl flow 12 years ago
Kae..pl 4f104e4200 Bugfix: (hopefully) final fixes to armature applying to models without applied transformations (+ removing unused pieces of code) 12 years ago
Kae..pl e282db0f7f Minor fixes to armature loading. 12 years ago
sha..RD a725516f00 * Fine, Eric. 12 years ago
sha..RD cb0a2ed1cd * Throw UnsupportedOperationException if multiple FBO color attachments are used on Android (only a single attachment, GL_COLOR_ATTACHMENT0, is supported) 12 years ago
sha..RD 27bf244729 * Added glGetError() checks after every GL call (its ugly, I know, but it helps with debugging). Added option to disable it with constant on RendererUtil.ENABLE_ERROR_CHECKING. 12 years ago
sha..RD 9f4f321098 * Semi-colon. 12 years ago
sha..RD 30c7347cdf * If the render buffer storage format is 0 (not supported), throw exception instead of passing invalid enum to a GL call 12 years ago
sha..RD bcf3b7e7b6 * Added proper checks for RGBA8 support. All formats now specify the renderBufferInternalFormat 12 years ago
rem..om 01e2403f6c Changed TestBatchNodeTower so that it doesn't use deprecated stuff anymore 12 years ago
rem..om ecc35e84c5 Shadows, enhanced TestShadowsPerf 12 years ago
rem..om 74a91559aa Shadows Fixed issue where the new stabilization code was making black bandings when no object was in a split. 12 years ago
rem..om 85b4605229 Shadows Fixed issue where Edge filtereing was not properly initialized and was causing a crash when compiling the shader 12 years ago
iwg..om ba8f8db23c Android: 12 years ago
Zer..om 9c91d8c8e1 Fixed a bug where if you started a new animation from the animation complete callback of another animation no event was triggered at the end of the new animation. 12 years ago
rem..om b5014c5fbc Implemented stable shadows for DirectionalLightShadowRenderer 12 years ago
iwg..om 107b3f2b88 Modify normal map to use png instead of dds to enable running on Android 12 years ago
iwg..om e26c86c794 Android: Initial commit to support FrameBuffers. This is still a work in progress. FilterPostProcessors currently don't work on Android devices that do not support NPOT. 12 years ago
Kae..pl a1fd0272d4 Bugfix: only rotation is used to transform node to its parent armature transformation when computing bone positions. 12 years ago
Kae..pl 06f5cab5ba Bugfix: fixed an issue with skeleton loading when the armature was not a parent of an object it should animate. 12 years ago
rem..om 33ad135b28 added back the light in testenvmap 12 years ago
Zer..om 4d16f05f23 Fixed a bug in AnimChannel which would cause it to keep repeatedly issuing Animation Complete callbacks every frame once the animation did complete rather than issueing one once each time the animation completed. 12 years ago
rem..om 85b3e7e8c5 Made soft particles work with MS anti aliasing 12 years ago
PSp..om a62a2d0299 Added some methods for bulk-attaching a bunch 12 years ago
rem..om c689ba4e9b Fixed remaining black artifacts with post waters when using the 1.5 shader and also clamped refraction tex coordinates for under water in both shader 12 years ago