Stephen Gold
72a097682e
correct spelling errors in comments
7 years ago
Alexandr Brui
a8c7a85fc1
Implementing value mappings for shader nodes. ( #786 )
...
* implemented value mappings for shader nodes.
7 years ago
Ali-RS
7e66911901
Fix an issue with Skeleton deserializing
...
Fix issue #371
7 years ago
Stephen Gold
72698d7082
address issue #816 : BoneTrack.setKeyframes() throws NPE in assertions
7 years ago
Alexandr Brui
ec9bb24807
fixed 2 parameters of shadow renderer. ( #819 )
7 years ago
Stephen Gold
bc624f1f73
correct more typographical errors in comments
7 years ago
Stephen Gold
32e3cb658f
correct typographical errors in comments
7 years ago
Nehon
9dadc29986
Properly cleanup the DetailedProfilerState when it's detached
7 years ago
Stephen Gold
7ed644f442
add getters to shadow renderers/filters for number of maps and sizes
7 years ago
Yan
1b2c84da2e
[taken]Fix issue #764
...
Fix infinity loop in EmitterSphereShape. issue #764
I test on both method:
public void getRandomPoint1(Vector3f store) {
float l = FastMath.pow(FastMath.nextRandomFloat(), 1f / 3f);
float u = FastMath.nextRandomFloat() * 2f - 1f;
float o = FastMath.nextRandomFloat() * FastMath.TWO_PI;
store.z = l * u;
u = 1f / FastMath.fastInvSqrt(1f - u * u);
store.x = l * u * FastMath.cos(o);
store.y = l * u * FastMath.sin(o);
store.multLocal(radius);
store.addLocal(center);
}
public void getRandomPoint2(Vector3f store) {
do {
store.x = (FastMath.nextRandomFloat() * 2f - 1f);
store.y = (FastMath.nextRandomFloat() * 2f - 1f);
store.z = (FastMath.nextRandomFloat() * 2f - 1f);
} while (store.lengthSquared() > 1);
store.multLocal(radius);
store.addLocal(center);
}
// Test
public void testGetRandomPoint() {
int n = 1000000;
long start = System.nanoTime();
for (int i = 0; i < n; i++) {
getRandomPoint1(store);
}
long time1 = System.nanoTime() - start;
start = System.nanoTime();
for (int i = 0; i < n; i++) {
getRandomPoint2(store);
}
long time2 = System.nanoTime() - start;
System.out.println("t1:" + time1);
System.out.println("t2:" + time2);
System.out.println("t1/t2:" + (float) time1 / time2);
}
Result:
t1:352272158
t2:94436324
t1/t2:3.7302613
Method2 seems nearly 4 times faster than method1.
7 years ago
Stephen Gold
21425f81ef
more comment corrections in jme3-core: mostly spelling and grammar
7 years ago
demoth
3594a87134
Fix #694 Reduce the logging level for OpenCLObjectManager
7 years ago
MeFisto94
7bcd11e921
Fix Shadow Filters not having a default constructor and hence not being deserializable.
7 years ago
Domenic Cassisi
f61267e803
Adds missing key code for Print Screen ( #682 ) ( #806 )
...
* Adds missing key code for Print Screen and update javadoc (#682 )
7 years ago
Stephen Gold
74d70c4ee0
comment corrections in jme3-core: mostly spelling and grammar
7 years ago
Stephen Gold
26ae3ec806
initialize InputManager.cursorPos to fix issue #792 for LWJGL2
7 years ago
Ali-RS
75aa147eec
Fix javadoc for Quaternion.toAngles() method ( #802 )
...
* Fix javadoc for Quaternion toAngles and fromAngles
JME treats Z as the main direction or look direction so x is pitch, y is yaw, and z is roll,
7 years ago
Yan
319656a056
Fix typo in logger
...
Fix typo in logger.
Change "WeakRefAssetCache" to "WeakRefCloneAssetCache"
7 years ago
Stephen Gold
a3cce29b69
correct javadoc typo in AppSettings.java
7 years ago
Nehon
12004217d1
Ao map now only attenuates indirect lighting in PBR shader
7 years ago
Rémy Bouquet
a6b86ad24d
Fixes Lightmap handling in PBR shader
7 years ago
Stephen Gold
950721f926
Uniform.java: avoid ClassCastException when overriding Vector4 params
7 years ago
Nehon
0d8b86b66f
Add default config for glb loader
7 years ago
Nehon
fc8135412f
Fixes normal lighting in world space for PBR
7 years ago
Nehon
435f2d4d05
Prevents NaN time when animation length is 0 (case of a pose)
7 years ago
Nehon
1b2cc6a63b
SkeletonControl now falls back to software skinning when there are more than 255 bones instead of crashing when the shader compiles.
7 years ago
Remy Van Doosselaer
683bf632f6
add an empty constructor to Grid mesh ( #747 )
...
* add an empty constructor with logical values for serialization purposes. eg. the BinaryImporter has issues instantiating the Grid mesh.
* empty constructor for serialization purposes
7 years ago
Stephen Gold
e0230a4b12
roll back PR 746 (worldTransform to identity) in master branch
7 years ago
Nehon
5c9ef17e73
Fixes ReflectionAllocator for android
7 years ago
Nehon
96836de6e8
Prevents attachement nodes to have the NumBone parameter set
7 years ago
javasabr
06599d1eac
fixed the constructor.
7 years ago
javasabr
6e07a214c6
Added a lit bit improvements for SafeArrayList:
...
1. improved comparing a SafeArrayList with another SafeArrayList.
2. improved the constructor by other collection
3. added a new constructor with init capacity.
7 years ago
javasabr
43b52cb77c
Fixed finding definitions during material loading.
7 years ago
javasabr
a717a5e50f
fixed NPE during loading shader node material without vertex nodes.
7 years ago
javasabr
24e467a871
fixed the problem with the reference to light, when we had incorrect reference to the light after loading/cloning spatial of this control.
7 years ago
javasabr
8674d8af4b
fixed detecting varyings during loading shader nodes in the case, when we have several output parameters with the same name but with different name spaces.
7 years ago
Rickard Edén
74f2f703b3
Several changes to load cinematics
...
Cinematic:
* Reattach CameraNode to scene
* Set CameraNode's camera to be app's camera
AnimationEvent:
* Save modelName
* Use modelName and try to replace scene's model in initEvent
7 years ago
Rickard Edén
ae97614c83
Trying to make Cinematic serialization work.
...
This way at least it doesn't crash: Removed anonymous inner class and made new class; CameraEvent
Added a bunch of default constructors for other related classes in the process.
7 years ago
Nehon
2120c9d334
Attempt to fix a direct memory deallocation crash on android
7 years ago
Nehon
87cfae6d7b
Fixed InstancedGeometry shadow mode
7 years ago
javasabr
9578b0410e
extended some things from shader node system.
7 years ago
javasabr
839ffdd4f2
fixed the problem with saving/loading light probes.
7 years ago
Nehon
e4b6bf82a2
Better PBR env map generation
7 years ago
Stephen Gold
3328f2a3a7
fix issue #762 (WireSphere generates parallels with wrong radii)
7 years ago
Nehon
171007693b
De duplicate imports when generating a shader from shader nodes
7 years ago
javasabr
ec121f025f
simplified version.
7 years ago
javasabr
b9e3788ffa
fixed NPE when you try to remove an unused asset loader.
7 years ago
Alexandr Brui
556e3de1c0
fixed asset linked node to reuse shared data between loaded models. ( #739 )
...
* fixed asset linked node to reuse shared data between loaded models.
* updated implementation of binary loader.
7 years ago
Stephen Gold
2632c3227c
fix issue #749 : NPE in CollideIgnoreTransformTest
7 years ago
Stephen Gold
083f21d6a2
FlyByCamera: comments, annotations, & imports; address GitHub issue #697
7 years ago