javasabr
6e07a214c6
Added a lit bit improvements for SafeArrayList:
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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
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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.
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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 )
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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
Kirill Vainer
42432ed4ea
remove hacks from ShadowUtil
7 years ago
Kirill Vainer
6487def9d3
update GLTracer
7 years ago
Kirill Vainer
e4536808ca
add point light mode for pre shadow techniques
7 years ago
Kirill Vainer
fe158e7b31
fix infinite recursive loop
7 years ago
Kirill Vainer
628fa23059
remove useless normalization in lighting shaders
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
Kirill Vainer
4b4bf24127
fix shadow disappearing when frustum in front of caster
7 years ago
Kirill Vainer
0fae3839d3
remove unused methods
7 years ago
Kirill Vainer
c3cfab65c6
use 16-bit depth by default
7 years ago
Kirill Vainer
c136a4212e
use PBR + support point light shadows in shader
7 years ago
Kirill Vainer
ec0fcd24d2
support point light shadows
7 years ago
Kirill Vainer
47b34c6de5
optimize clearing shadow maps
7 years ago
Kirill Vainer
b52d0e3743
fix wrong counts
7 years ago
Kirill Vainer
3889cb47b7
calculate lighting in world space
7 years ago
Kirill Vainer
2c385914c6
optimize pssm split calculation
7 years ago
Kirill Vainer
0a4a439745
optimize pssm split calculation
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