* Ogre3D dotScene loader can now load spot lights
* Added some better debugging to FBO errors
* Fix weird explosion in TestWalkingChar
* Added additional "canvas torture methods" in TestCanvas
* Several fixes to canvas:
- Issue when size becomes 0, 0
- Freeze if no framerate limit is imposed and canvas is closed
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8210 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Correct calculation of spot light's inner and outer cone angles
* Loaded lights are now attached to the model's root node instead of being foolishly discarded
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8209 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* AWTLoader now supports 16-bit grayscale PNG loading as Luminance16
* AWTLoader uses try/finally on stream
* Fix exception in MaterialLoader (was it really that hard to fix, normen?)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8185 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Rewrote J3M loader
* AssetManager.unregisterLocator() must be implemented
* Added support for material default vars
* Apply NVIDIA spot light fix for TerrainLighting
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8024 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Fix bump mapping issue that was there since the beginning of time ... flipping normal.y only worked for pond_normal.png texture and IS NOT CORRECT in most cases. Now the texture itself has been adjusted to be correct while the flipping of normal.y removed
* Fix crash when playing sound in simpleInitApp()
* Fix issue where Spatial.setModelBound() would do absolutely nothing
* Skies created via SkyFactory now don't suffer from "premature culling" bug
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8010 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Added Volume texture 3D loading support to the DDSLoader
- Added a test case for texture 3D loading
- fixes a minor log issue in Material.java
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8003 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- computed the spotDirection in view space on the java side in Material and pass it as a uniform -> vec4 spotVec disapear
- this implies to decode the cos values for falloff in the frag shader instead of the vert shader, but allows to reduce light vec from vec4 to vec3
All in all it shouldn't be that much of a performance hit, since the matrix multiplication of spotVec occur once per geometry instead of once per vertex, we could go further and compute it once per frame.
On the other hand decoding of the cos values happens once for each pixel instead of once for each vertex ( a floor a mult and a fract). I guess this should be balanced in a rich scene.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7978 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Changed cloning method to clone(boolean cloneMaterial), and added a clone() method that calls clone(true). The missing clone(boolean) method was preventing the particle emitter to be correctly cloned when loading it from a j3o file yielding weird results.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7946 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- fixed setNumParticle method to correctly update the mesh buffers
- added a getMaxNumParticle that returns the max number of particles of the emitter
- changed testMovingParticles and testPointSprite to change the numParticle when hitting the space bar
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7939 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* ZipLocator will now crash if the specified zip file does not exist
* Fixed crash when restarting context with pixel format changes
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7914 75d07b2b-3a1a-0410-a2c5-0572b91ccdca