4357 Commits

Author SHA1 Message Date
shadowislord
7057e9cb18 Android native image loader rewritten from scratch
* 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'
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.
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
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
+ 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.
Instead parse GL_EXTENSIONS and use that to determine supported features.
2014-11-04 23:28:50 -05:00
shadowislord
18b9ef5540 Refactor Android system
* 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.
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
* 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.
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.
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)
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
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
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.
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
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
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.
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
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
(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
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
after temporal mesh triangulation.
2014-10-09 19:35:40 +02:00