Julien Seinturier
59d41c865b
First jme3-vr commit
8 years ago
javasabr
c2219ecce5
removed the comment and returned a final modification to the method.
8 years ago
javasabr
f016469933
to prev
8 years ago
javasabr
6c3100f929
Added cloneable and jmeCloneable interfaces to shadows renders and filters
8 years ago
Nehon
35de6d9fda
Fixed an issue where some occluders were wrongly culled out from the shadow map at very steep light angle, and when the view cam was almost align with light direction.
8 years ago
Nehon
dff4befafb
Added an option to not render backfaces shadows with the shadow renderer and the shadow filter. It's the default for the renderer but not for the filter as it may have some edges artifacts.
9 years ago
Nehon
2b8898b7b2
Here is the rest of last commit
10 years ago
Bebul
8c37778749
Obsolete shadowRecv and sceneReceivers code cleanup
10 years ago
Bebul
ed369135fa
fix renderShadow optimization to work on multiple scenes attached to viewPort properly
10 years ago
Bebul
4569154d9f
RenderShadow relict code clean up, no more static ShadowUtils.rootScene
10 years ago
Bebul
b1f040d8e0
Optimize RenderShadow to use scene hierarchy for culling
10 years ago
Nehon
6e287d0ef2
Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore.
...
Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out
11 years ago
Nehon
24a971a186
Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer
11 years ago
Nehon
d8bbb4e9f9
Fixed an issue where you couldn't chain several shadow renderers. Thanks to Perjin for narrowing down the issue.
...
Now a shadow renderer properly cleanup the parameters set to a material when the post shadow pass in done
11 years ago
Normen Hansen
a16857c8f4
switch to gradle layout
11 years ago
rem..om
b5014c5fbc
Implemented stable shadows for DirectionalLightShadowRenderer
...
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10515 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
12 years ago
rem..om
157fb96141
DirectionalLight shadows now work properly when the view cam is in parallel projection
...
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10030 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
12 years ago
rem..om
b88350a069
All shadow renderers/filters are now properly savables
...
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10005 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
78d1754df1
Implemented proper frustum culling for the shadow post pass.
...
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9979 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago
rem..om
0dadaa80f5
Shadow system refactoring.
...
- Basic and PSSM shadow renderer are now deprecated
- There is now one processor and its filter conterpart for each light type
- created an abstract shadow processor that hold the common shadowing code. It's totally independent of the shadow technique used.
- extracted the CompareMode and FilterMode enum to their own files.
- renamed FilterMode enum to EdgeFilteringMode
- refactored the shader code, to avoid duplicate code. all shadow related code is now gathered into Shadows.glsllib and Shadows15.glsllib.
- added spot light Shadows
- removed the ShadowCamera class as it was not used.
- removed "pssm" in the naming of classes, shader and shader libs since it's not relevant anymore
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9971 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
13 years ago