shadowislord
4ae99f9d5d
* Fix incorrect reset of Geometry members after cloning
11 years ago
shadowislord
4fdce777b5
* Fix ParticleEmitter.control reference which became incorrect after cloning
11 years ago
shadowislord
564a08672f
* Remove InstancedNode.setCullHint(CullHint.Never) from TestInstancedNode example as it is not neccessary
11 years ago
shadowislord
eee43b470e
* Added InstancedNode: easy to use instancing with similar API to BatchNode. The underlying scene graph will be automatically optimized so instancing is used as much as possible, thus reducing number of draw calls and improving performance. Unlike BatchNode, it does not copy the geometry's mesh around, but only its transform. In order for it to work, it requires the Renderer to support the GeometryInstancing capability.
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* Replaced existing instancing test with TestInstanceNode, which demostrates how to use the new InstancedNode by changing the transform, mesh, and material of every instance periodically.
* The lower-level InstancedGeometry API rewritten: Users don't need to manage the number of instances they have and their indices. Instead, they can use addInstance() and removeInstance() to add and remove instances as desired. Unlike InstancedNode, InstancedGeometry requires all Geometries to have the same mesh and material, but they can have different transforms.
* Instancing.glsllib now requires the InstanceData to have world transforms instead of world view transforms. As a consequence, users of instancing must specify in the material the world parameters ViewProjectionMatrix and ViewMatrix instead of ProjectionMatrix.
11 years ago
shadowislord
52b93ba933
* Made Geometry.associate/unassociate To/From GroupNode methods public so they can be GeometryGroupNode implementations outside the com.jme3.scene package
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* Added ability to get the geometry start index for GeometryGroupNode implementations
11 years ago
shadowislord
5b7a408bcc
* Fix issue where BatchNode.clone() would still re-use the previous BatchNode's data structures
11 years ago
shadowislord
ef1e69c182
* Instanced objects are now considered a single object when generating rendering statistics
11 years ago
neph1
8738f961ea
This is the long-overdue initial check in of KinematicRagdollControl with IK support. It also contains some modifications to Bone. Tested with TestBoneRagdoll to ensure backwards compatibility. Please review.
11 years ago
neph1
ed6256ef47
Fix for handling multiple channels in AnimationEvent
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new constructor (variant)
(First commit in github repo)
11 years ago
Nehon
7df6235dcd
The packaged zip now contains the sources
11 years ago
Nehon
c171235b27
Changed the build so that the produced zip has a valid path
11 years ago
Nehon
7956e513e2
created a createZipDistribution task on the gradle build
11 years ago
Nehon
9c8f1b8b75
added *.dll to git ignore because I was tired to see extracted natives in my working copy
11 years ago
Nehon
330b53671a
Upped JME version to 3.1.0 with the tag "snapshot-github"
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Somehow trying to get nightly back...
11 years ago
Nehon
3f43d7832f
Updated documentation of the Bone class and changed names of the transforms variables and accessors so that they properly describe what they are an are misleading anymore.
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Kept old methods as deprecated to not break user code.
Changed all calls to the deprecated methods in the engine.
11 years ago
Nehon
6d9a7fbcfb
Fixed issue in shadows15.glsllib, edge bilinear filtering was wrong when using tetxureGather
11 years ago
Nehon
4d861ce90d
SDK : One can now rename or delete an animation in the Scene Explorer
11 years ago
Nehon
65aad55b10
Fixed some issues with SDK lodGenerator wizard
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- setting 10 lod levels was not working
- generating lod levels didn't mark the file as modified if there was no lod levels before.
11 years ago
jmekaelthas
388ad9157f
Added eclipse project entries to gitignore.
11 years ago
normen
87cac884ad
Merge pull request #153 from davidB/fix_152
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SDK: fix #152 SceneComposer/SceneViewer bug in open/close Scene
11 years ago
David Bernard
cbffd34b08
SDK: fix #152 SceneComposer/SceneViewer bug in open/close Scene
11 years ago
Normen Hansen
1ff0035e37
SDK:
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- update gitignore
11 years ago
Normen Hansen
a4a5386cc8
SDK:
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- update gitignore
11 years ago
Normen Hansen
4e3b9e860f
SDK:
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- lower other confusion for git fanboys
11 years ago
Normen Hansen
bdbbe7b2b5
SDK:
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- lower confusion for git fanboys
- up genfiles for NB 8.0
11 years ago
normen
8fd0ef1343
Merge pull request #151 from davidB/sdk_scene_addprimitives
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SDK: scene add primitives (3)
11 years ago
David Bernard
506c1ded99
SDK: NewGeometry, hope to fix missing dependencies to jdesktop.bindings
11 years ago
Normen Hansen
359e9d2d64
SDK:
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- clean up NewGeometry actions
11 years ago
normen
2e4a7a300e
Merge pull request #150 from davidB/sdk_scene_addprimitives
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SDK: scene add primitives (2)
11 years ago
David Bernard
ffad8344dc
SDK: NewGeometry layout settings in palette
11 years ago
David Bernard
8612219bc1
SDK: NewGeometry set default mode to Triangles
11 years ago
David Bernard
b8d6b490f9
Merge branch 'master' into sdk_scene_addprimitives
11 years ago
David Bernard
d3d5e6f9cb
SDK: Scene move the code from NewGeometry into each Action
11 years ago
normen
4d39fc86aa
Merge pull request #149 from davidB/sdk_scene_addprimitives
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SDK: scene add primitives
11 years ago
David Bernard
ed06161f49
SDK: add action to Quad, Line geometries in SceneExplorer and a NewGeometrySettingsTopComponent to configure the creation.
11 years ago
David Bernard
8b33d6b62d
SDK: can create primitives geometries (Box, Sphere) in SceneExplorer
11 years ago
shadowislord
a166e8cb17
* Avoid "AL not closed" error by joining with audio thread when exiting app
11 years ago
shadowislord
d3ba691600
* Introduce GeometryGroupNode as abstract class for implementations that group / optimize geometries
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* Reimplement BatchNode on top of GeometryBatchNode
11 years ago
shadowislord
b090305865
* Make sure we load the auxilary jinput library as well (required on windows)
11 years ago
shadowislord
fd63fcedb9
* Don't use native bullet specific method in TestNativeLoader - fix compile error
11 years ago
Nehon
d8bbb4e9f9
Fixed an issue where you couldn't chain several shadow renderers. Thanks to Perjin for narrowing down the issue.
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Now a shadow renderer properly cleanup the parameters set to a material when the post shadow pass in done
11 years ago
shadowislord
67f402df75
* Remove use of instance variable in BIHTree, instead use TempVars
11 years ago
shadowislord
e637cd0b7a
* NativeLibraryLoader: More hacks .. Use the proper loading method based on the library name.
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* TestNativeLoader: More concrete test that uses a custom natives folder and ensures all natives load properly and prints their versions.
11 years ago
shadowislord
cc20781a02
* Ensure LwjglOffscreenBuffer extracts the required natives
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* Fix Installer class in SDK to use NativeLibraryLoader.setCustomNativesFolder() instead of the Natives.setCustomDir()
11 years ago
Nehon
6ec736c005
Fixed a bug in the user data dialog box, when values were not populated when using a custom UserData class
11 years ago
jmekaelthas
51215a352e
Feature: added automatic action mapping instead of explicit mapping in
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BlenderKey.
11 years ago
shadowislord
03f8df05b6
LwjglRenderer - Preparing for abstraction layer shift
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* All GL calls are done via static imports
* Once again remove dependency on GL21 / GL30 - with the generator it will be possible to choose whether to target GL2+extensions or GL3 core
* ContextCapabilities is field in Renderer, not allowed to use GLContext to retrieve it anymore
* Assume depth textures are always supported (they should be since GL1.4)
11 years ago
shadowislord
2e796444a5
* Enable mipmapping in TestTextureArray
11 years ago
shadowislord
a08c7ae193
GLAutoGen
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* Fix references to OpenGL** caps
* Fix symbol corruption when two constants are referenced on the same line
* Allow exporting to files
11 years ago
shadowislord
36483c4b49
* Avoid conflicts when extracting both 64-bit and 32-bit libraries to the same folder .. This is mainly for the bulletjme library which doesn't specify "64" at the end of the filename
11 years ago