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 )
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* 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
Stephen Gold
8a5da0eb0e
Geometry: set worldTransform to identity if ignoreTranform is true
7 years ago
Kirill Vainer
ad2a9e6230
Revert "Resolving issue in ticket #661 . Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. ( #681 )"
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This reverts commit 989c7926df
.
7 years ago
Stephen Gold
e4bfe8a80d
testcase & fix for issue #744 : collideWith() versus setIgnoreTransform()
7 years ago
Nehon
37e4d4d564
PBR: Applied band factor to sh coefficient.
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Regenrerated the default probe in test data
better gloss / spec pipeline
7 years ago
Alexandr Brui
66137d53b8
added auto closing readers. ( #738 )
7 years ago
Bekreth
989c7926df
Resolving issue in ticket #661 . Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. ( #681 )
7 years ago
Alexandr Brui
fb99ca90b1
fixed NPE. ( #737 )
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* fixed NPE.
* changed the if condition.
7 years ago
Nehon
97fe9cc49c
PBR properly normalize tangent frame
7 years ago
Nehon
c00407da33
PBR : Removed specularColor contribution from direct lighting specular.
7 years ago
Nehon
e6a55e9d3a
Dropped the use of the irradiance Map for LightProbes, only the spherical harmonics coeffs are stored and used to recompose indirect diffuse color in the shader.
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Also added a tweak to get the specular dominant direction when sampling the prefiltered env maps. It gives better result on low roughness materials.
7 years ago
Nehon
0da2bfe0ba
Changed how roughness is stored into prefiltered env map mipmaps for a more consistent method.
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Bumped the default size of the LightProbe maps to 256
Change he integrateBRDF approximation method
7 years ago
Kirill Vainer
6127f7eb7a
Miscellaneous OpenGL ES fixes ( #720 )
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* Use correct HALF_FLOAT constant for GLES
* Support GLTracer and GL debug in Android
* Support instancing in GLTracer
* Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
* Support ABGR8 using swizzle extension
* Move glFramebufferTextureLayer to GLFbo
* Avoid RGB111110F in filters unless its actually supported
* Use the same depth format in all places in FPP
* Print the object with the problem in NativeObjectManager
* JMException does not exist on Android
7 years ago
Stephen Gold
d1bd48528c
test and fix for issue #651 (inverted rotation in Sky.vert)
7 years ago
Kirill Vainer
d2839fd2ab
Fix #558 ( #729 )
7 years ago
Nehon
ef5952bcad
Refactored how BatchNode transforms vertex buffers, and fixed issue #731 (NPE when no normal buffer)
7 years ago
Nehon
c1c67f58cf
reformat BatchNode before change
7 years ago
Stephen Gold
adb52c5cc8
test and fix for issue #710 (phantom triangles in a mesh collision)
7 years ago
Nehon
d606c30a52
Used IndexBuffer instead of the ByteShortIntBufferReader and removed the class
7 years ago
Kirill Vainer
bf18ef3048
Use MPOs for skinning
7 years ago
Kirill Vainer
7f8fa4d74c
Fix depth texture support in OpenGL ES 2.0
7 years ago
javasabr
0a9a76e46d
missed one collection
7 years ago
javasabr
94f542912b
Fixed NPE and ConcurrentModificationException during cloning TechniqueDef.
7 years ago
Nehon
32b947a0ac
Fixed an issue where loaded glTF models couldn't use software skinning
7 years ago
Nehon
510562a62d
Fixed a crash when loading a gltf file where textures has no sampler entry.
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Also adapted how the light map is handled
7 years ago
Nehon
5e79ae3c36
fix bad import in Mesh
7 years ago
Nehon
1bdebd5505
Added support for attachment nodes.
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JME now supports byte buffers for index buffer
7 years ago
Nehon
f14acf305b
Added support for extensions, implemented PBR spec gloss extension
7 years ago
Nehon
ea6c406979
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
7 years ago
Nehon
d7b2e08d95
Spatial tracks now can keep a reference to the spatial they apply to. This allows to group multiples spatial tracks in a single animation.
7 years ago
Rémy Bouquet
6b3093aa3e
GLTF: armature loading.
7 years ago
Rémy Bouquet
b129d2954f
Added a better skeleton debugger
7 years ago
Nehon
40c4f7936d
Implemented texture loading and PBR metalness/roughness pipeline support
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Fixed some mesh loading issues.
7 years ago
Nehon
7951f5a987
Gltf loader can load mesh data and scene structure.
7 years ago
empirephoenix
50eaa34143
Update ParticleEmitter.java
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allow easy manipulation of particleemmite via subclasses
7 years ago
javasabr
fac8266b5c
fixed two problems with asset manager:
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1. can't load classes from asset class loaders.
2. can't load resources from asset class loaders.
7 years ago
b00nation
06b23ec6ca
Fixed: If Instancing is activated you only see shadows
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When the pbr material was introduced someone forgot to keep the instancing in mind which uses :
ViewProjectionMatrix
ViewMatrix
I added these.
7 years ago
Nehon
de009e2ea7
Added the Glow technique to PBR material so that it can work with the bloom filter.
7 years ago
Sebastian Weiß
3a7dedeba0
formatting, as always :(
7 years ago
Sebastian Weiß
28e4c9848f
Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted.
7 years ago
Alexandr Brui
6785087057
Added a possibility to resize env cameras. ( #699 )
7 years ago
Alexandr Brui
3058c218c5
Added missed imports. ( #691 )
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Used GLSL compat on the post shadow filter
7 years ago
Alexandr Brui
10bc250db7
Fix of the one parameter of shadows render. ( #688 )
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* fixed applying the render back faces shadows option during creating a shadow filter.
7 years ago
Nehon
6ed4abf29e
ShaderNodes: changed the way condition are used for variable declaration.
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Before each input (attribute, varying or uniform) depending on a define was declared inside a #ifdef statement, it appears that most compiler will optimize out any input that has not been set so this computation was useless and costly and the code to to it was kind of ugly.
So basically now it's only done in very particular cases when it's really needed.
7 years ago
Nehon
85dc89b0aa
Shader Nodes: changed the way uniforms were replaced in the code, they are now assigned as any other input except for samplers that can't be assigned.
7 years ago