shadowislord
3992ed89af
Fix point sprite on Android. Fixes issue #82 .
10 years ago
shadowislord
bf2656abf3
If we are loading a material from a J3O file, do not crash on missing material parameters, but log it instead.
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Fixes test crash on any tests using cornellbox.j3o
10 years ago
shadowislord
b7ae8e6e3a
Fix issue #127
10 years ago
David Bernard
37da17e3eb
add support of DepthStencil into *Renderer
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+ a test app
- only tested on desktop with Lwjgl
10 years ago
shadowislord
84046018ba
Avoid use of LWJGL specific ContextCapabilities class.
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Instead parse GL_EXTENSIONS and use that to determine supported features.
10 years ago
shadowislord
4050b7cbbf
* Require alpha discard define to be set in order to enable the alpha discard feature (for multi pass lighting shader)
10 years ago
shadowislord
e225e6ff89
* Move certain render context specific fields from Renderer into RenderContext
10 years ago
Nehon
c55717141e
Single pass lighting implementation.
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Along with some light shaders refactoring and clean up
10 years ago
shadowislord
c274675660
FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs)
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Post processing now works on Android again.
10 years ago
neph1
2c38efe051
A bunch of basic ShaderNodes
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.
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Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out
10 years ago
Nehon
260eb128f6
fixed typo in MAterialDebugAppState
10 years ago
Nehon
8f43da58ae
Better spotlight vs frustum intersection check and with a testcase
10 years ago
Nehon
d5c96d84ee
Fixed initialization issues in ChaseCameraAppState
10 years ago
Nehon
24a971a186
Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer
10 years ago
Nehon
9cd1a514a6
Fixed an issue with cinematic that was causing the first frame of the cinematic to not be rendered.
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Also fix some static constant calls the non static way in MotionPath
10 years ago
abies
9484f1f4b4
Added Iterable<Geometry> support for GeometryList, so it can be use with foreach statements
10 years ago
Nehon
dd7ea3d2a7
Fixed Spline and MotionPath init issue when setting a curve tension before adding way points
10 years ago
Normen Hansen
3a3145df09
Add RootNodeAppState, managing and updating a rootNode in an AppState
10 years ago
shadowislord
b1211e55a4
Implement spot light v. frustum culling by converting the spot light into an oriented-bounding box and then performing frustum v. OBB intersection.
10 years ago
shadowislord
e76559a847
Set the light filter's camera in RenderManager.setCamera() as it is more appropriate.
10 years ago
shadowislord
b51f015fb9
Add rudimentary cone v. frustum intersection test for light culling.
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Restrict spot light angles to be between [0, pi/2]
10 years ago
shadowislord
1c0d798707
Add support for light culling or "filtering".
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When rendering a geometry, light filtering is performed against the geometrys' world lights
to avoid rendering lights which will not effect the rendering outcome.
If the light is outside the camera frustum OR the light is outside the model's bounding volume,
then it will not be rendered.
10 years ago
shadowislord
75a67d0611
Particle.j3md now supports shadow casting (only for triangle-based particles)
10 years ago
shadowislord
bfc866774f
Fix lighting crash when using environment mapping due to the addition of instancing
10 years ago
pspeed42
aea5e4af31
Added a basic AppProfiler implementation and corresponding
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app state. If the app state is attached then it's 'enabled'
state can be toggled with the F6 key.
It displays a continnuously updating bar graph of the application
wide frame timings for 'update' and 'render'... where 'update'
is all of the parts that aren't 'rendering', ie: running
enqueued tasks, updating states, updating controls, etc..
10 years ago
pspeed42
a517130528
Added hooks for detailed performance profiling.
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Implementors can provide their own AppProfiler
implementation to collect and/or visualize timing
stats however they want, even at the viewport level
if they choose.
A basic profiler implementation will be following
shortly that does simple update vs render frame
timings.
10 years ago
pspeed42
3d32b012c2
Checking in the profiler classes separately as I work
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around some commit issue with RenderManager. Actually
calling of these hooks will follow immediately.
Added hooks for detailed performance profiling.
Implementors can provide their own AppProfiler
implementation to collect and/or visualize timing
stats however they want, even at the viewport level
if they choose.
A basic profiler implementation will be following
shortly that does simple update vs render frame
timings.
10 years ago
pspeed42
70c10aac3a
Added the base abstract app state class that was
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originally from Lemur. This provides more convenient
enabled-state management than the normal AbstractAppState
class. In addition, it exposes convenience methods for
getting to other app states, the application instance,
etc..
10 years ago
Nehon
ead8393600
Made GeometryGroupNode.getGeometryStartIndex public
10 years ago
pspeed42
5a482e2b98
Added another Photoshop tyle blend mode: Exclusion
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Performs a sort of color XOR with source and destination.
Very useful for UI highlighting but is a bizarre (and
potentially useful) effect in 3D.
10 years ago
shadowislord
cc9b22de4c
Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error.
10 years ago
shadowislord
2b83b65f69
Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error.
10 years ago
shadowislord
73fc9bc1fd
Revert 04f8956
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The inconsistent compare function errors are due to user error, not engine error.
10 years ago
shadowislord
1d29bc3197
Make sure to throw exception if trying to use instancing but its not supported
10 years ago
Nehon
04f8956992
Revert back to merge sort for geometry sorting.
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Some issues have been reported, and are difficult to track as they happen randomly.
10 years ago
Nehon
d17bdb6485
BatchNode and GeometryBatchFactory now can handle normalized buffers.
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Also added a check in BatchNode that was present in GeometryBatchFactory
10 years ago
Hannes Nevalainen
3d6656463e
Move update logic into DefineList.
10 years ago
Nehon
124b5e51da
Fix an issue in the ShaderGenerator where it was unable to find the main function in a shader source when there were additional spaces.
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Also made the error more explicit when the matching fail.
10 years ago
Nehon
d33853d393
MaterialDebugAppState now properly applies renderStates
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Added a set method in RenderState
10 years ago
Rena4ka
f28c31d851
Fix and extend FBX file loader
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Fix using AssetManager.loadModel() with fbx file causing to throw
AssetLoadException.
Implemented loading of new file format .fba - .fbx file with animation
mapping.
10 years ago
Hannes Nevalainen
b74e501fac
fromIntARG and fromIntRGBA now returns self.
10 years ago
tort32
e5002c1428
Implemented FBX file loader
10 years ago
Nehon
b7433b99f7
Fixed issue in SkeletonControl applySkinningTangents where weight data index was not converted to unsigned byte.
10 years ago
pspeed42
2d549ea833
Modified to keep its projectionMatrixOverride around
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to avoid garbage creation in setClipPlane().
10 years ago
pspeed42
ed443bcfa2
Modified Camera.setClipPlane() to avoid garbage
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creation using tempvars. Only a new matrix is
created now and I think I can get rid of that, too.
10 years ago
pspeed42
e0ee685466
Added a second vect4f to tempvars so renamed the
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first one to follow other conventions. Seems like
Material is the only thing using it (and I think it
could get away with a vec3 really but no harm done).
10 years ago
pspeed42
079c4c6482
Only allocate the array list when there are results.
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A small thing... but significant in some use-cases.
10 years ago
pspeed42
c98a348fd2
Was a little overzealous in my Float conversion and
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converted some stuff that only needs to be float.
Undid that.
10 years ago
pspeed42
3cf0e35a17
Added a setFloat() that takes a Float to avoid
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auto-boxing in the case where a Float is already
at hand.
10 years ago