284 Commits

Author SHA1 Message Date
shadowislord
809092c236 Allow application to be a resizable window.
Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
2015-02-10 20:14:36 -05:00
shadowislord
1fc730c78a Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus 2015-02-10 20:12:38 -05:00
shadowislord
8ae04fd1fb PlaceholderAssets: when assets fail to load, try to make the error appear visually 2015-02-10 20:10:43 -05:00
Nehon
0ebb3acb16 Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x' 2015-02-10 22:41:23 +01:00
shadowislord
4b079ea480 DesktopAssetManager: remove weird logging in loadTexture 2015-02-09 21:09:22 -05:00
shadowislord
253c3ac80d JmeSystem: print build info on initialization 2015-02-09 21:07:59 -05:00
shadowislord
eda5e983da context/renderer: let renderer print out graphics hardware info 2015-02-09 21:06:50 -05:00
shadowislord
bbbfdb851a GLRenderer: log texture formats as Level.FINE 2015-02-09 21:03:05 -05:00
Nehon
963c3d7e61 Fixed some typo in some comments in Material.java 2015-02-10 00:48:41 +01:00
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
2015-02-10 00:48:12 +01:00
shadowislord
507b89fc46 Do not track JmeVersion as it is autogenerated 2015-02-08 19:41:08 -05:00
shadowislord
6f8fb84586 Update JmeVersion via build script 2015-02-08 19:33:41 -05:00
shadowislord
35737e1614 Add branch name to JmeVersion class 2015-02-08 19:32:43 -05:00
shadowislord
3cc0feced0 Put git hash and build date in JmeVersion class 2015-02-08 19:13:26 -05:00
shadowislord
bac0f81853 Fix scene graph update corruption due to earlier optimizations.
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.
2015-02-08 18:16:35 -05:00
shadowislord
a4d06305d5 postprocessing target textures: always use nearest filtering
* There's almost never a good reason to use linear filtering for postprocess textures
 * If it is really required, it should be enabled explicitly
2015-02-07 19:12:38 -05:00
shadowislord
6350ac3aad GLRenderer: remove obsolete code, minor optimization 2015-02-07 19:11:32 -05:00
shadowislord
b3759d7147 GL tracer: When printing enum, use GL_ONE instead of GL_TRUE 2015-02-07 19:10:35 -05:00
Bebul
4569154d9f RenderShadow relict code clean up, no more static ShadowUtils.rootScene 2015-02-03 09:43:23 +01:00
shadowislord
d4e85382db Remove fixed pipeline technique from lighting shader 2015-02-01 20:06:09 -05:00
shadowislord
16e3e00507 Renderer Changes
* Add new "Limits" enum to hold maximums of various renderer capabilities such as texture size
 * Add support for seamless cubemap (enabled by default for mipmapped cubemaps)
 * Fix conflict when using GL tracing with GL debugging
2015-02-01 20:05:16 -05:00
shadowislord
9f3a145dd7 Renderer Changes
* Add new "Limits" enum to hold maximums of various renderer capabilities such as texture size
 * Add support for seamless cubemap (enabled by default for mipmapped cubemaps)
 * Fix conflict when using GL tracing with GL debugging
2015-02-01 20:03:42 -05:00
shadowislord
c212fab37a Deprecate TechniqueDef.isUsingShaders(). Do not use it anywhere in the engine. 2015-02-01 17:26:59 -05:00
shadowislord
a7517c17c0 Deprecate TechniqueDef.isUsingShaders(). Do not use it anywhere in the engine. 2015-02-01 17:22:12 -05:00
shadowislord
4db0acaca9 Image: Deprecate efficient data 2015-02-01 17:19:58 -05:00
shadowislord
8c2e9f687d Sky material: Don't render sky twice; cull back faces. Also disable useless depth writing. 2015-02-01 17:19:10 -05:00
shadowislord
663225c71f SkyFactory: Remove duplicate code, remove use of Image.getEfficientData() 2015-02-01 17:18:18 -05:00
shadowislord
43fcd01114 Remove useless check against material technique name being called 'FixedFunc' 2015-02-01 17:17:05 -05:00
shadowislord
30efc7ce86 ScreenshotAppState to use old FB read-back
Also, set compression quality for JPG to 95% (same as on Android)
2015-01-31 15:01:23 -05:00
shadowislord
4668892c85 Add more constants to GL / GLFbo interfaces so they can be decoded by GLTracer 2015-01-31 14:27:22 -05:00
shadowislord
1e8b5ef338 Avoid glTexParameter calls if not neccessary by storing last texture state in the Image object 2015-01-31 14:26:42 -05:00
shadowislord
38f3f82651 Add two more glUniform* functions as no-enum args in GLTracer 2015-01-31 14:24:16 -05:00
shadowislord
f638afbeb7 * Minor javadoc improvement 2015-01-31 12:52:26 -05:00
shadowislord
13e9cdc201 * Add glReadPixels to GLTracer 2015-01-31 12:49:38 -05:00
shadowislord
86dbade689 * Do not crash if running on x86 / MIPS android system when using JmeSystem.getPlatform() 2015-01-31 12:48:31 -05:00
Bebul
b1f040d8e0 Optimize RenderShadow to use scene hierarchy for culling 2015-01-30 11:57:09 +01:00
shadowislord
014d319c11 * Support desktop GL tracing in GLTracer 2015-01-23 22:42:42 -05:00
shadowislord
5bfc5b2c13 Renderer texture handling changes
* Relax NPOT texture restrictions on OpenGL ES 2:
   allow non mip-mapped, non repeating NPOT textures - mainly used for GUI elements
 * Fix various texture array issues:
   - compressed textures were causing a GL error
   - the array size was always set to 1 instead of the actual number of images in the array
2015-01-23 22:34:49 -05:00
shadowislord
4633d9e546 Add GL wrappers for debugging and tracing 2015-01-19 18:20:54 -05:00
shadowislord
6f90009dab Syntax error fixes related to previous changes 2015-01-19 18:19:48 -05:00
shadowislord
6ca111b13d Refactor renderer system
* Support OpenGL ES 2 in GLRenderer (various error fixes)
 * Get rid of OpenGL 1 remenants
 * Other minor cleanups
2015-01-19 18:15:25 -05:00
jmekaelthas
fa5845d528 Feature: added smooth/flat support for NURB surfaces. 2015-01-19 21:12:26 +01:00
Nehon
a3f9b75d0b Added proper naming of const in Optics.glsllib and some define tests to avoid name collision when importing several glsllib 2014-12-30 07:52:18 +01:00
Nehon
50ec3023d4 Fixed ScreenshotAppState, VideoRecorderAppSate, AwtPanel and TestRenderToMemory so the frameBuffer is read with an BGRA8 format 2014-12-29 00:17:59 +01:00
Nehon
05baf56130 The skyFactory now supports Equirectangular environment maps, as it's a pretty popular format.
It has been refactored to handle the 3 env map types : CubeMap, SphereMap, EquirectMap
2014-12-28 16:23:32 +01:00
Nehon
9f459af4e3 One can now call readFrameBuffer with a specific format, implementation has been done for the GLRenderer only.
For now only placeholders have been done for the renderers that are still not using URA (all except LWJGL).
2014-12-28 16:23:30 +01:00
iwgeric
a55aae21f9 Minor cleanup of mouse / keyboard methods for touch.
Depreciated InputManager.getSimluateMouse and replaced with InputManager.isSimulateMouse for consistancy.
Removed depreciated TouchInput.getSimulateMouse().
Added InputManager.isSimulateKeyboard() to keep consistancy with mouse methods.
2014-12-12 13:16:41 -05:00
iwgeric
a116389814 Forgot to add isSimulateKeyboard to TouchInput interface. 2014-12-12 13:00:05 -05:00
iwgeric
1ed1463476 Add support for enabling/disabling KeyEvent simulation for soft keyboards on Android similar to MouseEvents. 2014-12-12 12:48:25 -05:00
iwgeric
249f62fe95 remove showVirtualKeyboard from TouchInput 2014-12-12 12:16:45 -05:00