shadowislord
4599c4cc9d
Fix crash in TestInstanceNode (do you guys even test??)
10 years ago
shadowislord
57d4dbb1b1
Merge pull request #172 from kwando/master
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Move update logic into DefineList.
10 years ago
shadowislord
09aae64e8b
TestInconsistentCompareDetection: Make sure we have more than 128 geometries in our scene graph to actually trigger the compare error
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
5f4428e640
Add test to trigger the inconsistent compare function detection in the sorting algorithm.
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It modifies a texture on a material from another thread, which changes the material's sort ID,
thus causing the OpaqueComparator's compare method to violate the compare method contract.
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
shadowislord
8d5f3829ca
Update .gitignore with more build and nbproject/private folders
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
jmekaelthas
e5cba265eb
Bugfix: improved the computation precision for bezier curves (using
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float's caused animations to be visibly different from the blender ).
10 years ago
jmekaelthas
5842613c2b
Bugfix: fixed a bug in skeleton animation constraints applying
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procedure.
10 years ago
Hannes Nevalainen
3d6656463e
Move update logic into DefineList.
10 years ago
jmekaelthas
676ea17465
Bugfix: applying traditional face triangulation when the new algorithm
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fails.
10 years ago
normen
068ab69ed9
Merge pull request #171 from relu91/master
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Nifty Editor integration
10 years ago
relu91
41c4087203
Merge branch 'experimental'
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With new nifty-editor. Added templates for styles and control .
10 years ago
jmekaelthas
6e21b0527c
Feature: new triangulation modifier.
10 years ago
relu91
415090e989
Merge commit '3cbb158b81a53190ba4074bc3ae0b6b5a0f515d1'
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Nifty-Editor prototype
10 years ago
relu91
cc010862a9
Manage style and control
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Added a import action fro style and controls , also nifty-editor library
is updated with the last style&control handling feuture
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
relu91
4506397b9c
Added icon attribution
10 years ago
relu91
cdf0029e37
Gui pack
10 years ago
relu91
74c14377e2
Code cleaning
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I cleaned a bit the code creating some other packages and deleting old
unused classes
10 years ago
relu91
5033f7eb2d
Add the possibility to save on the Visual component
10 years ago
relu91
81ba23a2e2
Bug fixing
10 years ago
normen
d921847f35
Merge pull request #169 from GreenCubes/master
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Fix and extend FBX file loader
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
normen
fb40a14de2
Merge pull request #167 from GreenCubes/master
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Implemented FBX model loader
10 years ago
normen
656886867d
Merge pull request #165 from davidB/wip_jbullet_update
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jbullet: refactor PhysiscSpace.addAll/removeAll
10 years ago
Hannes Nevalainen
b74e501fac
fromIntARG and fromIntRGBA now returns self.
10 years ago
tort32
e5002c1428
Implemented FBX file loader
10 years ago
Rena4ka
478ca7b843
Implemented FBX file parsing
10 years ago
David Bernard
3c72c065ad
bullet: refactor PhysiscSpace.addAll/removeAll
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- only add joint with current PhysicNode is BodyA
- => avoid logging warning
- => fix a previous bug in test about getBodyA when adding/removing BodyB
- remove optimisation that by-pass routing made by add()/remove()
10 years ago
Nehon
b7433b99f7
Fixed issue in SkeletonControl applySkinningTangents where weight data index was not converted to unsigned byte.
10 years ago
Rémy Bouquet
37b6a2063a
Merge pull request #156 from ChristianGaertner/patch-1
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[Bounding] Minor JavaDoc fix
10 years ago
pspeed42
2d549ea833
Modified to keep its projectionMatrixOverride around
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to avoid garbage creation in setClipPlane().
10 years ago
Nehon
ca6d3f4e73
Commented out a line in the OglesShaderRenderer (android) that was occasionally causing a crash on android.
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This line was already commented in other renderers, and I have to admit I have no clue of what it does except crashing the app
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
a47fb27e56
WaterUtils tries to hard to avoid allocation... I
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fixed three cases that were causing new Vector3fs
to be created.
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
pspeed42
1185d2099b
Avoid some teeny-tiny per frame allocations by
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only creating a new Plane() and setting the water
height uniform when the water height changes.
Also got rid of the redundant dot() product and
Vector3f allocation in the process.
10 years ago
pspeed42
c0465b73a8
Added a newFrame() method to UniformBindingManager
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to signal the beginning of a frame. Currently this
just grabs the time and tpf values once so as to avoid
per-material Float allocation and time drift within a
frame.
RenderManager now calls this at the beginning of the
root-level render() method.
10 years ago
pspeed42
852ae28605
Removed the redundant camera.update() calls.
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Switched many of the lists to SafeArrayList to avoid
per frame iterator allocations.
10 years ago
pspeed42
5d6d2b9bd7
Commented out the onFrameChange() in update() because
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its redundant.
Modified setGuiBounding to call the new setCenter(x,y,z)
method instead of allocating a Vector3f each time. (This
method is called any time someone sneezes.)
Fixed a missing line feed in a javadoc comment.
10 years ago
pspeed42
efd6f0bf66
Avoid per-render iterator allocations by using the
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SafeArrayList.getArray() method.
10 years ago