shadowislord
02322d04cc
J3MLoader: fix negative signs ("-") inside mat params
...
- Also move the "-LINEAR" directive to be associated with the parameter declaration instead of parameter default value
10 years ago
Bebul
75a801f0f7
CollideWith optimization with CollisionResult allocation avoided
10 years ago
michael
1ad8ff154c
Fixed uploading of all shader stages
10 years ago
michael
46a48f466d
Added loaders to ShaderCheck
10 years ago
michael
1949a7d831
Added GL4 Interface,
...
Added GL_*_SHADER constants
Added Caps to the Renderer
Added required converters
10 years ago
michael
0d3292c83a
Refactoring of the shader system to allow addition of new shaderstages
10 years ago
michael
ab4d665b3e
Fixed typo
10 years ago
michael
3ced941c53
Added geom,tsctrl and tseval to the GLSLLoader
10 years ago
michael
a1146f7676
Added TesselationEvaluation and TesselationControl enums
10 years ago
michael
0c35b20412
Added Patch as MeshMode
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Added private variable patchVertexCount
10 years ago
michael
e45d5c093d
*Added Caps:
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GL3.3
GL4.0
GLSL400
TesselationShader
10 years ago
shadowislord
14ff6e4f29
SinglePass Lighting: support two sided lighting
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- also added test case with both regular per pixel lighting and bump mapping
- NOTE: two sided lighting is not supported with vertex lighting
10 years ago
shadowislord
270f4957ef
SinglePass Lighting: fix GLSL syntax error when parallax mapping is used
10 years ago
shadowislord
d6a4ba41b4
Image: request mipmaps to be re-generated if image data is modified
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- fixes ImageRaster modification not updating mipmaps bug
10 years ago
shadowislord
50f0eca3e6
Skeletal Animation: remove shared mesh support
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- shared meshes in J3O / OgreXML are automatically de-shared on import, so this functionality is no longer used in the engine
10 years ago
shadowislord
5760a48eea
Skeletal Animation: remove deprecated SkeletonControl ctor
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- it is not useful, because targets / materials are gathered on every update() call
10 years ago
shadowislord
c5359c7359
Animation Track interface: add getKeyFrameTimes() method
10 years ago
shadowislord
d281920e60
GLSL Lighting Lib: fix flickering on directional lights in sRGB mode
10 years ago
shadowislord
9d715cdd2b
Lighting GLSL library: use inverse square falloff for lighting in sRGB mode
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- It is a slightly modified equation that actually terminates the light's influence at the light radius
10 years ago
shadowislord
4e7d7fd2f1
GLRenderer: inject SRGB define if texture linearization is enabled
10 years ago
shadowislord
8b300f5109
jME3 tools: delete triangle stripper
10 years ago
Bebul
ed369135fa
fix renderShadow optimization to work on multiple scenes attached to viewPort properly
10 years ago
Nehon
21179dc132
Changed standard lighting to blinn phong instead of phong only
10 years ago
shadowislord
6c770d524d
Application: add waitFor flag to start()
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Allows user to wait for app to initialize first before doing other actions
10 years ago
shadowislord
d9cc9003ba
GLRenderer: update viewport even if FBO ID already set
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The inherited viewport state could be outdated or incorrect, this makes sure it matches exactly
10 years ago
shadowislord
ec2f47225c
RenderContext: remove obsolete state from GL1 renderer
10 years ago
shadowislord
9651d6d822
GL interface: add support for PBO, FB readback, and fences (ARB sync)
10 years ago
shadowislord
fb7708af24
GLRenderer: Fix modifyTexture(). Clarify documentation.
10 years ago
Nehon
9500b43aa9
some clean up in the ShaderGenerator
10 years ago
Nehon
53a40c887e
Fixed shader error output. the shader source code was appended twice in the log.
10 years ago
Nehon
5b6b33c8f5
The shader generator now supports swizzle on the left variable of a mapping :
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input mapping vec3 v3.xy = v2
will generate
vec3 v3 = vec3(0.0);
v3.xy = v2;
As this statement can't be done in one line.
10 years ago
Nehon
a04a304954
Fixed an error where matching swizzle were reported as wrong when using swizzle of type vec3 v3 = v2.xxy
10 years ago
Nehon
3acd6b2f33
Fixed the error message when types/swizzles in a variable mapping do not match
10 years ago
shadowislord
629c007cd4
DDSLoader: fix loading 16-bit images (as exported by PVRTexTool)
10 years ago
shadowislord
809092c236
Allow application to be a resizable window.
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Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
10 years ago
shadowislord
1fc730c78a
Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus
10 years ago
shadowislord
8ae04fd1fb
PlaceholderAssets: when assets fail to load, try to make the error appear visually
10 years ago
Nehon
0ebb3acb16
Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x'
10 years ago
shadowislord
4b079ea480
DesktopAssetManager: remove weird logging in loadTexture
10 years ago
shadowislord
253c3ac80d
JmeSystem: print build info on initialization
10 years ago
shadowislord
eda5e983da
context/renderer: let renderer print out graphics hardware info
10 years ago
shadowislord
bbbfdb851a
GLRenderer: log texture formats as Level.FINE
10 years ago
Nehon
963c3d7e61
Fixed some typo in some comments in Material.java
10 years ago
Nehon
4cb007f3b3
Fixed issue exposed in this thread http://hub.jmonkeyengine.org/t/found-bug-in-jme-xmlexporter-vector3f-zero-abuse/31430
...
Thanks to AXELTOPOLINO
10 years ago
shadowislord
507b89fc46
Do not track JmeVersion as it is autogenerated
10 years ago
shadowislord
6f8fb84586
Update JmeVersion via build script
10 years ago
shadowislord
3cc0feced0
Put git hash and build date in JmeVersion class
10 years ago
shadowislord
bac0f81853
Fix scene graph update corruption due to earlier optimizations.
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The update optimization will not visit child nodes unless the
parent has any refresh flags set. However if a "partial update"
occurs which only clears some of the flags (e.g. getWorldBound()),
then a situation could occur where a child node has refresh
flags set but not its parent, thus causing the aformentioned issue.
To allieviate this, we must always propagate the specific flag
required, regardless of whether or not the parent has some other
flags already set.
10 years ago
shadowislord
a4d06305d5
postprocessing target textures: always use nearest filtering
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* There's almost never a good reason to use linear filtering for postprocess textures
* If it is really required, it should be enabled explicitly
10 years ago
shadowislord
6350ac3aad
GLRenderer: remove obsolete code, minor optimization
10 years ago