shadowislord
7057e9cb18
Android native image loader rewritten from scratch
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* Now supports reading directly from Java InputStream instead of having to read image file into memory first
* Optimized native code - reduced unneccessary memory copies
2014-11-08 17:18:37 -05:00
shadowislord
b83603cd8f
Added support for ETC1 compression (regular OGL only for now)
2014-11-07 21:04:55 -05:00
shadowislord
8d406380b0
* Fix FXAA on Android (but it's not really noticeable .. pixels are too small)
2014-11-07 20:58:58 -05:00
Nehon
81fe180713
Better Single pass test
2014-11-07 23:19:59 +01:00
jmekaelthas
30d89da190
Bugfix: fixed a crash that occured after changes in Materials'
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definitions.
2014-11-07 13:12:53 +01:00
kaelthas
550063367e
Bugfix: fixed issues with subdivision surface modifier.
2014-11-06 20:21:04 +01:00
shadowislord
3992ed89af
Fix point sprite on Android. Fixes issue #82 .
2014-11-05 23:50:09 -05:00
shadowislord
15f35fc5c6
Fix "DXT1 not supported by hardware" error that started appearing since the renderer refactor.
2014-11-05 23:13:15 -05:00
shadowislord
bf2656abf3
If we are loading a material from a J3O file, do not crash on missing material parameters, but log it instead.
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Fixes test crash on any tests using cornellbox.j3o
2014-11-05 23:11:35 -05:00
shadowislord
b7ae8e6e3a
Fix issue #127
2014-11-05 20:59:22 -05:00
shadowislord
a9d8faf39e
Modify TestDepthStencil to be simpler (based on TestFBOPassthrough)
2014-11-05 20:15:12 -05:00
shadowislord
aa03d73595
Merge pull request #184 from davidB/fix_fb_depth24stencil8
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Add support of Depth24Stencil8 into *Renderer
2014-11-05 19:43:16 -05:00
David Bernard
4fdde38bc2
Merge remote-tracking branch 'upstream/master' into fix_fb_depth24stencil8
2014-11-05 12:15:38 +01:00
David Bernard
37da17e3eb
add support of DepthStencil into *Renderer
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+ a test app
- only tested on desktop with Lwjgl
2014-11-05 12:15:14 +01:00
shadowislord
84046018ba
Avoid use of LWJGL specific ContextCapabilities class.
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Instead parse GL_EXTENSIONS and use that to determine supported features.
2014-11-04 23:28:50 -05:00
shadowislord
18b9ef5540
Refactor Android system
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* Minor clean in context creation
* Remove AndroidGLSurfaceView (it wasn't doing anything)
* Delete AndroidTimer. Now android will be using NanoTimer
2014-11-04 22:28:23 -05:00
shadowislord
26d8ae8942
android natives: add updated builds
2014-11-04 22:25:13 -05:00
shadowislord
e1a3d2e79f
Updated STB image build script
2014-11-04 22:20:17 -05:00
shadowislord
883ff7da71
Apply same fixes from OpenAL Soft to STB image loader.
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Also make sure it works with the latest version from the website (which is downloaded automatically).
2014-11-04 22:19:18 -05:00
shadowislord
756497fb92
Specify TARGET_PLATFORM properly (:= instead of =)
2014-11-04 22:18:19 -05:00
shadowislord
393009ec2d
Fix OpenAL Soft for Android
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* Upgrade to latest OpenAL Soft (1.16)
* Don't specify TARGET_PLATFORM on command line as that causes weird issues
* Specify target platform via APP_PLATFORM in Application.mk and TARGET_PLATFORM in Android.mk
2014-11-04 22:09:01 -05:00
shadowislord
4050b7cbbf
* Require alpha discard define to be set in order to enable the alpha discard feature (for multi pass lighting shader)
2014-11-04 16:52:17 -05:00
shadowislord
22ab7c11c7
* Ensure cubemaps have square dimensions before uploading
2014-11-04 16:47:51 -05:00
shadowislord
7860ccca52
* Use mipmap minification modes only if mipmaps are actually available
2014-11-04 16:40:09 -05:00
shadowislord
4d7dcc17bb
* Don't depend on ContextCapabilities for determining OGL / GLSL versions
2014-11-04 16:27:14 -05:00
shadowislord
e225e6ff89
* Move certain render context specific fields from Renderer into RenderContext
2014-11-04 14:12:29 -05:00
Nehon
c55717141e
Single pass lighting implementation.
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Along with some light shaders refactoring and clean up
2014-11-04 20:09:14 +01:00
shadowislord
3ef5505faa
Allow render buffers to use 'Depth' format even if depth textures are not supported.
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Fixes post processing on GPUs without depth texture support (e.g. NVIDIA Tegra)
2014-11-02 19:14:08 -05:00
shadowislord
c274675660
FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs)
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Post processing now works on Android again.
2014-11-02 19:12:58 -05:00
jmekaelthas
592d0a0793
Feature: added support for creased edges in subdivision surface
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modifier.
2014-11-02 17:38:50 +01:00
shadowislord
3fa56c9467
Fix texture alpha channel not working on Android due to it premultiplying it by default. Fixes terrain shader.
2014-11-01 20:38:24 -04:00
neph1
2c38efe051
A bunch of basic ShaderNodes
2014-11-01 13:27:19 +01:00
jmekaelthas
0c27026978
Bugfix: fixed a bug that caused NPE to be raised when Subsurface
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modifier worked on an edge without faces.
2014-10-31 08:43:20 +01:00
jmekaelthas
f364d66640
Feature: added support for subdivision surface modifier.
2014-10-30 21:49:38 +01:00
Nehon
73b7061b0b
Fixed a typo in the setSubPixelShift in the FXAA filter that was causing a crash
2014-10-29 09:11:28 +01:00
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.
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Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out
2014-10-26 16:05:37 +01:00
Nehon
260eb128f6
fixed typo in MAterialDebugAppState
2014-10-26 16:05:36 +01:00
Nehon
8f43da58ae
Better spotlight vs frustum intersection check and with a testcase
2014-10-26 16:05:35 +01:00
Nehon
d5c96d84ee
Fixed initialization issues in ChaseCameraAppState
2014-10-26 16:05:34 +01:00
Nehon
24a971a186
Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer
2014-10-26 16:05:33 +01:00
jmekaelthas
34cdd21488
Feature: improved IK algorithm by taking axis locks for bones into
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consideration. Also rotation limits, stretch factor and stiffness are
also loaded from the blend file to be used later.
2014-10-26 11:49:34 +01:00
jmekaelthas
de2d7eebf7
Bugfix: fixed a bug that caused NPE to be raised when armature modifier
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was on the mesh that had no vertex groups.
2014-10-26 11:11:38 +01:00
jmekaelthas
9efa32a250
Bugfix: improvements to Inverse Kinematics constraint.
2014-10-22 11:30:46 +02:00
Nehon
9cd1a514a6
Fixed an issue with cinematic that was causing the first frame of the cinematic to not be rendered.
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Also fix some static constant calls the non static way in MotionPath
2014-10-20 15:10:44 +02:00
shadowislord
e15b86d0ba
Merge pull request #181 from abies/IterableGeometryList
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Added Iterable<Geometry> support for GeometryList
2014-10-16 22:46:50 -04:00
jmekaelthas
90d62218ed
Feature: added reading edge crease and if it belongs to a face or not
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(this will be used by some modifiers soon).
2014-10-14 10:43:26 +02:00
jmekaelthas
6dc8ff521a
Feature: added an option to blender key that allows user to set the
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width of edges unattached to any faces in the mesh.
2014-10-12 23:31:26 +02:00
abies
9484f1f4b4
Added Iterable<Geometry> support for GeometryList, so it can be use with foreach statements
2014-10-12 22:11:52 +02:00
Nehon
dd7ea3d2a7
Fixed Spline and MotionPath init issue when setting a curve tension before adding way points
2014-10-10 18:43:51 +02:00
jmekaelthas
13b433e434
Bugfix: fixed a bug that caused vertex colors to be improperly assigned
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after temporal mesh triangulation.
2014-10-09 19:35:40 +02:00