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
Kirill Vainer
fca6d4a8b2
Merge remote-tracking branch 'origin/master' into in-pass-shadows
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
3b5248766e
Merge pull request #745 from stephengold/master
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testcase & fix for issue #744 : collideWith() versus setIgnoreTransform()
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
NemesisMate
4251d70b75
Fixed softkeyboard's (simulated) backspace not being recognized ( #714 )
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The fix assumes that if a key-event's device is not recognized and the soft-keyboard is open, it is a touch-input event.
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
Kirill Vainer
8d125a30ba
Merge remote-tracking branch 'origin/master' into in-pass-shadows
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
d50fb09efb
Merge remote-tracking branch 'origin/master' into in-pass-shadows
7 years ago
Kirill Vainer
b56e321218
Avoid calculating whitepoint for each sample for HDR ( #722 )
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* Avoid calculating whitepoint for each sample for HDR
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
59c85d58c8
Merge remote-tracking branch 'origin/master' into in-pass-shadows
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
1e861fd2fa
Merge branch 'in-pass-shadows' of github.com:jMonkeyEngine/jmonkeyengine into in-pass-shadows
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
4b4cf62008
Merge pull request #734 from stephengold/master
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test and fix for issue #651 (inverted rotation in Sky.vert)
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
Nehon
2b014d194c
glTF. support for glb files (binary self contained gltf)
7 years ago
Stephen Gold
ff75671162
Merge pull request #725 from stephengold/master
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test and fix for issue #710 (phantom triangles in mesh collision)
7 years ago
Stephen Gold
adb52c5cc8
test and fix for issue #710 (phantom triangles in a mesh collision)
7 years ago
Kirill Vainer
a3145885d9
Support dynamic number of shadow maps
7 years ago
Kirill Vainer
5aa2c722fe
Fix syntax error
7 years ago
Kirill Vainer
77e552f551
Implement static pass in the lighting material
7 years ago
Kirill Vainer
9c4fcac876
Add PreShadowArrayRenderer
7 years ago
Kirill Vainer
d159e1746c
Combine forced render state with the one in the technique
7 years ago
Kirill Vainer
8a747276d7
Make sure apply = false for all forced render states
7 years ago
Kirill Vainer
ce28e35393
Fix additional render state missing apply = false
7 years ago
Kirill Vainer
42051b045b
StaticPass supports setting shadow map index on light
7 years ago
Kirill Vainer
cfcec44b9a
Add ShadowMap interface
7 years ago