pspeed42
6625e572f5
Keep the scene and processor lists as SafeArrayList
...
for faster/cleaner iteration.
10 years ago
pspeed42
34b4eebb81
Avoid allocation of a temporary float[] array
...
and avoid allocation of a needless Vector3f array.
10 years ago
pspeed42
28adc784a9
Allow the center to be set without creating a
...
new Vector3f first.
10 years ago
pspeed42
97b8cb7435
Let triangle intersections fall right on the edge
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the diagonal.
10 years ago
Julien Gouesse
2bca84a43d
Ports all changes done on the official renderer during several months to the JOGL renderer (I thank a lot the lazy developers)
10 years ago
Julien Gouesse
44f7e8bb84
Updates JOGL (2.2.0)
10 years ago
relu91
ba848391dd
UndoSupport, now the editor will reload the gui only if file is changed and some property editors. Also xml auto completition and XmlNavigator
10 years ago
David Bernard
42ae669c6d
jbullet: 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
pspeed42
1b0f6d0f59
Fix for proper collision distance based on
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precedent. "I had one job..."
11 years ago
pspeed42
0633c0c5bc
Fixed an accidental sharing of temp vars vects
...
that turned out to matter.
11 years ago
pspeed42
d5e20d53d0
Implemented accurate bounding sphere to triangle
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collision. The old code had an implementation but
it missed tons of cases.
For 100,000 random points, the old way would process
that in about 12+ ms. The new way does it in about
18+ ms... but the old way missed 643 collisions
(180 versus 823).
Plus, with the new way accurate contact normal and
contact point can be provided trivially... so it is.
11 years ago
pspeed42
1ad6a57b32
Added a version of createFloatBuffer that takes
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a ColoRGBA array.
11 years ago
Rémy Bouquet
628f73cb79
Merge pull request #158 from Perjin/colorRGBA-bugfix
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Fixed clamp method in ColorRGBA.
thanks to Perjin
11 years ago
Jan Ivenz
dacaaa5477
Fixed clamp method in ColorRGBA.
11 years ago
pspeed42
e76e770d17
Modified the multi-slot buffer support to work even
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if the buffer is not instanced. Saw no real reason
not to and it makes buffer support more flexible.
11 years ago
pspeed42
216f874175
Added support for instancing at the mesh level.
...
(so far only for lwjgl because I'm lazy)
Went ahead and added in divisor support while I was
at it because it doesn't cost anything and there might
be use-cases for it.
Mesh now knows about instances and you can directly
ask it for an instance count. I haven't added support
for proper bounding box calculation but it should
at least be possible now.
11 years ago
pspeed42
7ca599dfd9
More tabs to spaces.
11 years ago
pspeed42
61cbf16ebc
Fixed the duplicate definition errors in normal.vert
...
...I left them commented out for reference and because
maybe this needs some rethinking.
11 years ago
pspeed42
cce7b0f6de
More tab eradication.
11 years ago
pspeed42
9b8b730c44
Added a license header.
11 years ago
Paul Speed
1a4f07b36a
Fixing tabs to spaces.
11 years ago
relu91
f1071fd05b
Update README.md
11 years ago
relu91
80548dd4a6
Create README.md
11 years ago
neph1
8700871e76
Fixed some merge issues (now it's working properly)
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Added test case for IK
11 years ago
relu91
865980291a
Update repo
11 years ago
Nehon
1b7421a153
Used correct colorSpace in android Image loaders
11 years ago
Hannes Nevalainen
dd88363900
Screen blend mode for andriod.
11 years ago
Hannes Nevalainen
09b4ef6d82
Screen blend mode for JOGL.
11 years ago
Hannes Nevalainen
9027b748eb
Update javadoc for screen blend mode.
11 years ago
Hannes Nevalainen
ccb946e65d
Add Screen blend mode.
11 years ago
Christian Gärtner
33c9e6041b
[Bounding] Minor JavaDoc fix
11 years ago
Nehon
7356b727c3
Instancing now works with Lighting material, and shadows are supported with instanced geometries
11 years ago
Nehon
a11bfa5e63
Fixed a bug where grouped geom were rendered in shadow pre-pass because they were still in the shadow cast queue
11 years ago
shadowislord
fa41da59a4
* Fix outstanding cloning related issues in InstancedNode
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* Throw exception if the geometry's material does not support instancing
* Test the cloning function in TestInstanceNode
11 years ago
shadowislord
6ddc68278b
* Make sure InstancedGeometry is non-batchable spatial
11 years ago
shadowislord
4ae99f9d5d
* Fix incorrect reset of Geometry members after cloning
11 years ago
shadowislord
4fdce777b5
* Fix ParticleEmitter.control reference which became incorrect after cloning
11 years ago
shadowislord
564a08672f
* Remove InstancedNode.setCullHint(CullHint.Never) from TestInstancedNode example as it is not neccessary
11 years ago
shadowislord
eee43b470e
* Added InstancedNode: easy to use instancing with similar API to BatchNode. The underlying scene graph will be automatically optimized so instancing is used as much as possible, thus reducing number of draw calls and improving performance. Unlike BatchNode, it does not copy the geometry's mesh around, but only its transform. In order for it to work, it requires the Renderer to support the GeometryInstancing capability.
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* Replaced existing instancing test with TestInstanceNode, which demostrates how to use the new InstancedNode by changing the transform, mesh, and material of every instance periodically.
* The lower-level InstancedGeometry API rewritten: Users don't need to manage the number of instances they have and their indices. Instead, they can use addInstance() and removeInstance() to add and remove instances as desired. Unlike InstancedNode, InstancedGeometry requires all Geometries to have the same mesh and material, but they can have different transforms.
* Instancing.glsllib now requires the InstanceData to have world transforms instead of world view transforms. As a consequence, users of instancing must specify in the material the world parameters ViewProjectionMatrix and ViewMatrix instead of ProjectionMatrix.
11 years ago
shadowislord
52b93ba933
* Made Geometry.associate/unassociate To/From GroupNode methods public so they can be GeometryGroupNode implementations outside the com.jme3.scene package
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* Added ability to get the geometry start index for GeometryGroupNode implementations
11 years ago
shadowislord
5b7a408bcc
* Fix issue where BatchNode.clone() would still re-use the previous BatchNode's data structures
11 years ago
shadowislord
ef1e69c182
* Instanced objects are now considered a single object when generating rendering statistics
11 years ago
Blay09
ce1eba944e
Fix error dialog being displayed in a headless context.
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This was causing an infinite cycle of java.awt.HeadlessException in case handleError was called in an environment without display.
11 years ago
neph1
8738f961ea
This is the long-overdue initial check in of KinematicRagdollControl with IK support. It also contains some modifications to Bone. Tested with TestBoneRagdoll to ensure backwards compatibility. Please review.
11 years ago
neph1
ed6256ef47
Fix for handling multiple channels in AnimationEvent
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new constructor (variant)
(First commit in github repo)
11 years ago
Nehon
7df6235dcd
The packaged zip now contains the sources
11 years ago
Nehon
c171235b27
Changed the build so that the produced zip has a valid path
11 years ago
Nehon
7956e513e2
created a createZipDistribution task on the gradle build
11 years ago
Nehon
9c8f1b8b75
added *.dll to git ignore because I was tired to see extracted natives in my working copy
11 years ago
Nehon
330b53671a
Upped JME version to 3.1.0 with the tag "snapshot-github"
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Somehow trying to get nightly back...
11 years ago