Kirill Vainer
3889cb47b7
calculate lighting in world space
7 years ago
Kirill Vainer
2c385914c6
optimize pssm split calculation
7 years ago
Kirill Vainer
a3145885d9
Support dynamic number of shadow maps
7 years ago
Kirill Vainer
77e552f551
Implement static pass in the lighting material
7 years ago
Kirill Vainer
9c4fcac876
Add PreShadowArrayRenderer
7 years ago
Kirill Vainer
d159e1746c
Combine forced render state with the one in the technique
7 years ago
Kirill Vainer
8a747276d7
Make sure apply = false for all forced render states
7 years ago
Kirill Vainer
ce28e35393
Fix additional render state missing apply = false
7 years ago
Kirill Vainer
42051b045b
StaticPass supports setting shadow map index on light
7 years ago
Kirill Vainer
cfcec44b9a
Add ShadowMap interface
7 years ago
Kirill Vainer
55e9fd067a
Remove scale from updateFrustumPoints since its always 1.0
7 years ago
Kirill Vainer
f5ad0274b3
Make tech logic impls responsible for light filtering
7 years ago
Kirill Vainer
2ce2995956
Don't reset lights that were never checked in light filter
7 years ago
Kirill Vainer
16e472678a
Support shadow maps in GLES
7 years ago
Kirill Vainer
bc50b09bf4
Don't upload NULL texture slices
7 years ago
Kirill Vainer
7441865307
Print the object with the problem in NativeObjectManager
7 years ago
Kirill Vainer
88aaa079e3
Use the same depth format in all places in FPP
7 years ago
Kirill Vainer
b0316e419c
Avoid RGB111110F in filters unless its actually supported
7 years ago
Kirill Vainer
af3a0c70ce
Move glFramebufferTextureLayer to GLFbo
7 years ago
Kirill Vainer
7a22f8c940
Support ABGR8 using swizzle extension
7 years ago
Kirill Vainer
23700d5140
Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
7 years ago
Kirill Vainer
69139a1e95
Support instancing in GLTracer
7 years ago
Kirill Vainer
259694605e
Support GLTracer and GL debug in Android
7 years ago
Kirill Vainer
406c3144d8
Use correct HALF_FLOAT constant for GLES
7 years ago
Nehon
d606c30a52
Used IndexBuffer instead of the ByteShortIntBufferReader and removed the class
7 years ago
Kirill Vainer
bf18ef3048
Use MPOs for skinning
7 years ago
Kirill Vainer
7f8fa4d74c
Fix depth texture support in OpenGL ES 2.0
7 years ago
javasabr
0a9a76e46d
missed one collection
7 years ago
javasabr
94f542912b
Fixed NPE and ConcurrentModificationException during cloning TechniqueDef.
7 years ago
Nehon
32b947a0ac
Fixed an issue where loaded glTF models couldn't use software skinning
7 years ago
Nehon
510562a62d
Fixed a crash when loading a gltf file where textures has no sampler entry.
...
Also adapted how the light map is handled
7 years ago
Nehon
5e79ae3c36
fix bad import in Mesh
7 years ago
Nehon
1bdebd5505
Added support for attachment nodes.
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JME now supports byte buffers for index buffer
7 years ago
Nehon
f14acf305b
Added support for extensions, implemented PBR spec gloss extension
7 years ago
Nehon
ea6c406979
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
7 years ago
Nehon
d7b2e08d95
Spatial tracks now can keep a reference to the spatial they apply to. This allows to group multiples spatial tracks in a single animation.
7 years ago
Rémy Bouquet
6b3093aa3e
GLTF: armature loading.
7 years ago
Rémy Bouquet
b129d2954f
Added a better skeleton debugger
7 years ago
Nehon
40c4f7936d
Implemented texture loading and PBR metalness/roughness pipeline support
...
Fixed some mesh loading issues.
7 years ago
Nehon
7951f5a987
Gltf loader can load mesh data and scene structure.
7 years ago
empirephoenix
50eaa34143
Update ParticleEmitter.java
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allow easy manipulation of particleemmite via subclasses
7 years ago
javasabr
fac8266b5c
fixed two problems with asset manager:
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1. can't load classes from asset class loaders.
2. can't load resources from asset class loaders.
7 years ago
b00nation
06b23ec6ca
Fixed: If Instancing is activated you only see shadows
...
When the pbr material was introduced someone forgot to keep the instancing in mind which uses :
ViewProjectionMatrix
ViewMatrix
I added these.
7 years ago
Nehon
de009e2ea7
Added the Glow technique to PBR material so that it can work with the bloom filter.
7 years ago
Sebastian Weiß
3a7dedeba0
formatting, as always :(
7 years ago
Sebastian Weiß
28e4c9848f
Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted.
7 years ago
Alexandr Brui
6785087057
Added a possibility to resize env cameras. ( #699 )
7 years ago
Alexandr Brui
3058c218c5
Added missed imports. ( #691 )
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Used GLSL compat on the post shadow filter
7 years ago
Alexandr Brui
10bc250db7
Fix of the one parameter of shadows render. ( #688 )
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* fixed applying the render back faces shadows option during creating a shadow filter.
7 years ago
Nehon
6ed4abf29e
ShaderNodes: changed the way condition are used for variable declaration.
...
Before each input (attribute, varying or uniform) depending on a define was declared inside a #ifdef statement, it appears that most compiler will optimize out any input that has not been set so this computation was useless and costly and the code to to it was kind of ugly.
So basically now it's only done in very particular cases when it's really needed.
7 years ago