- New test with sinbad
- Added bone selection for building the collision shapes
- Moved Radoll classes to proper package
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7236 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Reduced audio thread update from 100 fps to 20 fps (why was it 100 anyway??)
Result: Music stuttering dramatically reduced.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7226 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
more reasonable (rather than essentially encompassing the
entire application if you build your app around AppStates)
but the realy benefit is now the app states can add/remove
other app states without random oddness happening.
...and it's ever so slightly more efficient now, too.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7220 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Application.handleError now stops by default to prevent process from lingering on
* Made sleeps in LwjglCanvas slightly longer to prevent hogging 100% cpu
* Renamed elephant skeletonxml to skeleton.xml
* Compressed HoverTank textures and removed high-res versions
* Compressed Tree textures
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7203 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* LwjglRenderer will show warnings when NPOT textures are used and the graphics card doesn't support them
* LwjglGL1Renderer will scale textures to POT sizes if NPOT is not supported
* Enable simple logging
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7177 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Lights do not have names because they are not part of the scene graph
* Fixed compiler warnings with IntMap iteration
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7166 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Split of the AnimControl in two parts :
- The AnimControl that handles skeleton transformation via tha animation data
- The SkeletonControl that handles the skinning of the mesh using skeleton transformations
- Ensured backward compatibility with old j3o files, and changed the ogre mesh loader to create the controls properly
- Reverted change http://code.google.com/p/jmonkeyengine/source/detail?r=7142 transforms passed to the setUserTransform methods must be considered as increments to current transform
- Fixed some issues in the ragdollControl and test case (still WIP don't use it)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7163 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Gui bucket by default because it's confusing and in
most cases the bitmap text would have inherited that
bucket from its parent if it were appropriate. Unless
someone educates me as to the error of my ways.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7156 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Automatic creation of the ragdoll collisions shapes
- Changed TestBoneRagdoll (press space to activate physics, left click to shoot bombs)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7151 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Added the ability to set the geometry comparators
for the buckets for those cases where the app may
know better.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7137 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* RenderManager will reload "shader" boolean on each invocation of render(), since Renderer might not have proper capabilities set before canvas has been attached
jMP
* Fixed some illegal calls in SceneApplication
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7095 75d07b2b-3a1a-0410-a2c5-0572b91ccdca