Rémy Bouquet
530596838c
Merge pull request #664 from iamcreasy/MeshPointDocFix
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Mesh point doc fix
2017-06-04 21:30:43 +02:00
Nehon
ee9c6d366a
ShaderNodeVariable now has a prefix attribute that is concatenated to the name when generating the shader (basically g_ and m_ when the variable is an uniform)
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It avoid to change the name of the variable when loading the definition and always have weird inconsistencies with mat params because the name has a m_ or not.
2017-06-02 00:37:01 +02:00
Nehon
2f06c9b37b
ShaderNodeDefinition path is now set while loading the definition.
2017-06-02 00:37:01 +02:00
Nehon
26ccaaea88
DDSLoader now supports Luminance16f format (r16f)
2017-06-02 00:37:01 +02:00
Quazi Irfan GD
97135fa9bb
Add missing override in Geometry
2017-05-27 14:13:57 -05:00
Quazi Irfan GD
cf07e094af
Cleanup Mesh(Point) documentation
2017-05-27 00:40:04 -05:00
Quazi Irfan GD
1bfabd8d8f
Update Mesh(Point) documentation
2017-05-27 00:30:12 -05:00
NemesisMate
88125da16d
Fixed IllegalArgumentException when removing a LodControl from a spatial
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LodControl throws an exception when the spatial being added to isn't a geometry, however, when the controls is removed it calls setSpatial with a null value triggering the exception throw. Now checking for this null value case.
2017-05-24 13:51:28 +01:00
grizeldi
23d6def5ed
Made right trigger usable on Xbox based controllers
2017-04-26 18:05:49 +02:00
grizeldi
ddfa728d60
Add Xbone S controller mappings
2017-04-26 17:52:15 +02:00
Rafael Pax
543268593b
NullContext thread safety
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The fields `timeThen` and `timeLate` are static. If multiple Applications are launched in different threads in headless mode, sync fails. This can be fixed removing the static modifier of the fields.
2017-04-24 19:57:34 +02:00
Nehon
d20cf3f20a
Reverted changes in Spatial made for VR.
2017-04-12 23:59:30 +02:00
Nehon
29875e6085
Fixed InstanceGeomerty not working properly when using the lighting material and a non DirectionalLight
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see https://hub.jmonkeyengine.org/t/instancednode-doesnt-work-with-light/38316/5
2017-04-12 20:33:28 +02:00
Sebastian Weiß
02781e799f
oh man, I should have learned it by now, that jme uses spaces, not tabs
2017-04-08 21:24:15 +02:00
Sebastian Weiß
04b0578173
Certain dds texture lack the DDSCAPS_TEXTURE-flag, but are still recognized by programs like IrfanView and can also be loaded in the engine.
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This commit weakens the check for this flag: Instead of throwing an exception, a warning is logged.
2017-04-08 21:22:06 +02:00
Sebastian Weiß
a3cd3cbb04
Certain dds texture lack the DDSCAPS_TEXTURE-flag, but are still recognized by programs like IrfanView and can also be loaded in the engine.
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This commit weakens the check for this flag: Instead of throwing an exception, a warning is logged.
2017-04-08 21:18:16 +02:00
Stephen Gold
9905c4f011
getAttachmentNode(): move target selection from SkeletonControl to Bone
2017-04-06 14:12:52 -07:00
Stephen Gold
b2aa1ff9f1
fix SkeletonControl.getAttachmentNode() for odd models (such as Jaime)
2017-04-05 18:28:43 -07:00
Stephen Gold
5f9cf52c13
Merge pull request #633 from stephengold/master
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add PointSize to Unshaded matdef, test with SkeletonDebugger
2017-04-05 13:35:51 -07:00
Stephen Gold
dcb92e1d15
Unshaded.vert: put declaration in #ifdef to avoid an unused uniform
2017-04-05 13:02:36 -07:00
Rémy Bouquet
b0a5384046
Moved worldMatrix declaration in instancing.glsl so that it works on android
2017-04-02 12:53:16 +02:00
Rémy Bouquet
09fa4f165e
fixed bad comma in previous commit
2017-04-01 22:06:11 +02:00
Nehon
8caf05734c
Fixed tangent and normal argument position in Skinning.glsllib
2017-04-01 05:45:04 +02:00
empirephoenix
eca531fdc8
Merge pull request #630 from rvandoosselaer/fix_appsettings_resizable
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use the resizable parameter instead of a default 'true' value
2017-03-29 11:36:52 +02:00
Stephen Gold
259f599d1d
add PointSize to Unshaded matdef, test with SkeletonDebugger
2017-03-23 13:33:08 -07:00
rvandoosselaer
81a301f8ef
use the resizable parameter instead of a default 'true' value
2017-03-13 15:22:06 +01:00
Nehon
dc40faaff8
Moved DetailedProfiler to a more appropriate package
2017-02-12 15:54:40 +01:00
Julien Seinturier
52eb6946af
Merge remote-tracking branch 'origin/master' into jme3-vr-dev
2017-02-10 12:43:04 +01:00
Julien Seinturier
41bead60e3
Creating a VRAppState
2017-02-10 11:10:05 +01:00
delt0r
f416d7af18
Fixed a exception in Materal toString with blender materials.
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Some blender materials have null Material Param keys. This shouldn't
throw an exception in a toString method. So rather than throwing a
OperaitonNotSupported exception a string is returned informative of the
null state of the key.
2017-02-08 14:53:45 +13:00
Nehon
8dcc67a318
Fixed an issue in DetailedProfiler where time would become negative with low fps
2017-02-07 20:43:42 +01:00
Nehon
0610f703d7
Fixed a crash in the PBR shader when adding a light map.
2017-02-06 19:49:04 +01:00
Nehon
12fe7ba035
Added a DetailedProfiler and its associated AppState for detailed time profiling
2017-02-05 17:57:28 +01:00
Nehon
6b33ae470a
Added a new step in AppProfiler for viewport processors and added method to pass the profiler to all processors.
2017-02-05 17:57:28 +01:00
Nehon
6a467ecb53
Added gpu profiling to Renderer and all the GL backends except ios
2017-02-05 17:57:28 +01:00
javasabr
ba4886da80
fixed saving spatial of motion event control.
2017-01-27 05:54:14 +03:00
Nehon
74858976eb
Fixed an issue where ParticleEmitter had NaN bounds during the first update when added to the scene graph during the update loop
2017-01-26 21:09:02 +01:00
Nehon
390d35180b
Soft particles now has only one shader and one technique to work with any glsl version
2017-01-24 20:06:12 +01:00
javasabr
87562bfbae
fixed NPE.
2017-01-24 06:43:39 +03:00
javasabr
c2219ecce5
removed the comment and returned a final modification to the method.
2017-01-23 23:05:46 +03:00
javasabr
f016469933
to prev
2017-01-23 22:50:30 +03:00
javasabr
6c3100f929
Added cloneable and jmeCloneable interfaces to shadows renders and filters
2017-01-23 22:34:03 +03:00
javasabr
1be4a48223
changed access to some methods of shadow render.
2017-01-23 09:08:47 +03:00
Nehon
f7181c38dc
Removed all xxx15.frag shaders and used GLSLCompat to have the same shader whatever version it's used for
2017-01-22 14:08:22 +01:00
Nehon
a64594eea9
Better cloning for TechniqueDefs
2017-01-20 23:33:17 +01:00
Nehon
51eccfea2e
Imported the glslCompat directly in multisample.glsllib to have it to work properly with glsl 1.5+
2017-01-20 23:33:17 +01:00
mitm001
756a7c2683
Update MotionEvent.java
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Corrected minor spelling and class naming errors.
2017-01-19 10:41:13 -07:00
Nehon
b0ed053472
Fixed a cloning issue and some tests
2017-01-15 20:32:42 +01:00
Nehon
d537a1c22e
Added a GLSL150 to most of the shaders used in the engine (except deprecated ones).
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All shaders now import the GLSLCompat.glsllib
2017-01-15 19:02:10 +01:00
Nehon
12a2f0f63c
One can now define several versions for the shader in a Technique in a J3md file, ie:
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VertexShader GLSL150 GLSL110 : "path/to/shader/file.vert"
FragmentShader GLSL150 GLSL110 : "path/to/shader/file.frag"
Versions must be separated with spaces. They will be matched together when creating the technique so they have to follow the same order for different shaders.
2017-01-15 18:57:53 +01:00