Stephen Gold
|
bc624f1f73
|
correct more typographical errors in comments
|
7 years ago |
Stephen Gold
|
c87af1c2aa
|
correct more typographical errors in comments
|
7 years ago |
Stephen Gold
|
32e3cb658f
|
correct typographical errors in comments
|
7 years ago |
Stephen Gold
|
bc1af00a32
|
correct typographic errors in comments
|
7 years ago |
Nehon
|
9dadc29986
|
Properly cleanup the DetailedProfilerState when it's detached
|
7 years ago |
Stephen Gold
|
7ed644f442
|
add getters to shadow renderers/filters for number of maps and sizes
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7 years ago |
Yan
|
1b2c84da2e
|
[taken]Fix issue #764
Fix infinity loop in EmitterSphereShape. issue #764
I test on both method:
public void getRandomPoint1(Vector3f store) {
float l = FastMath.pow(FastMath.nextRandomFloat(), 1f / 3f);
float u = FastMath.nextRandomFloat() * 2f - 1f;
float o = FastMath.nextRandomFloat() * FastMath.TWO_PI;
store.z = l * u;
u = 1f / FastMath.fastInvSqrt(1f - u * u);
store.x = l * u * FastMath.cos(o);
store.y = l * u * FastMath.sin(o);
store.multLocal(radius);
store.addLocal(center);
}
public void getRandomPoint2(Vector3f store) {
do {
store.x = (FastMath.nextRandomFloat() * 2f - 1f);
store.y = (FastMath.nextRandomFloat() * 2f - 1f);
store.z = (FastMath.nextRandomFloat() * 2f - 1f);
} while (store.lengthSquared() > 1);
store.multLocal(radius);
store.addLocal(center);
}
// Test
public void testGetRandomPoint() {
int n = 1000000;
long start = System.nanoTime();
for (int i = 0; i < n; i++) {
getRandomPoint1(store);
}
long time1 = System.nanoTime() - start;
start = System.nanoTime();
for (int i = 0; i < n; i++) {
getRandomPoint2(store);
}
long time2 = System.nanoTime() - start;
System.out.println("t1:" + time1);
System.out.println("t2:" + time2);
System.out.println("t1/t2:" + (float) time1 / time2);
}
Result:
t1:352272158
t2:94436324
t1/t2:3.7302613
Method2 seems nearly 4 times faster than method1.
|
7 years ago |
Yan
|
1f4365a1f4
|
[taken]Fix issue #783
Fix issue #783
|
7 years ago |
Stephen Gold
|
9675d52745
|
resolve deprecation warnings in jme3-niftygui
|
7 years ago |
mitm001
|
d61dbf1349
|
Added link to the wiki readme.
|
7 years ago |
Stephen Gold
|
b159c847cc
|
comment corrections: mostly spelling and grammar
|
7 years ago |
Stephen Gold
|
d8fb815fa9
|
Merge remote-tracking branch 'refs/remotes/origin/master'
|
7 years ago |
Stephen Gold
|
d17049e8ac
|
comment corrections in jme3-vr: mostly spelling and grammar
|
7 years ago |
Stephen Gold
|
21425f81ef
|
more comment corrections in jme3-core: mostly spelling and grammar
|
7 years ago |
demoth
|
3594a87134
|
Fix #694 Reduce the logging level for OpenCLObjectManager
|
7 years ago |
MeFisto94
|
7bcd11e921
|
Fix Shadow Filters not having a default constructor and hence not being deserializable.
|
7 years ago |
Domenic Cassisi
|
f61267e803
|
Adds missing key code for Print Screen (#682) (#806)
* Adds missing key code for Print Screen and update javadoc (#682)
|
7 years ago |
Stephen Gold
|
74d70c4ee0
|
comment corrections in jme3-core: mostly spelling and grammar
|
7 years ago |
ThoCed
|
4f6bfa36b6
|
Ogre importer ignores receive_shadows issue #647
|
7 years ago |
mitm001
|
4d67cfedf5
|
Updated version.
|
7 years ago |
Stephen Gold
|
26ae3ec806
|
initialize InputManager.cursorPos to fix issue #792 for LWJGL2
|
7 years ago |
Ali-RS
|
75aa147eec
|
Fix javadoc for Quaternion.toAngles() method (#802)
* Fix javadoc for Quaternion toAngles and fromAngles
JME treats Z as the main direction or look direction so x is pitch, y is yaw, and z is roll,
|
7 years ago |
Domenic
|
c4b635bb6f
|
Fixed typo in assert described in issue #538
|
7 years ago |
empirephoenix
|
76028201bf
|
Merge pull request #799 from jmecn/master
Fix typo in logger of WeakRefCloneAssetCache
|
7 years ago |
Yan
|
319656a056
|
Fix typo in logger
Fix typo in logger.
Change "WeakRefAssetCache" to "WeakRefCloneAssetCache"
|
7 years ago |
Yan
|
189c8a5a6f
|
Merge pull request #2 from jMonkeyEngine/master
update fork from jMonkeyEngine to jmecn
|
7 years ago |
Stephen Gold
|
a3cce29b69
|
correct javadoc typo in AppSettings.java
|
7 years ago |
Nehon
|
96b95b9a1e
|
Fixes issues in the gltf loader when there are several skins
|
7 years ago |
Nehon
|
12004217d1
|
Ao map now only attenuates indirect lighting in PBR shader
|
7 years ago |
Rémy Bouquet
|
a6b86ad24d
|
Fixes Lightmap handling in PBR shader
|
7 years ago |
Stephen Gold
|
950721f926
|
Uniform.java: avoid ClassCastException when overriding Vector4 params
|
7 years ago |
Stephen Gold
|
edba4b9844
|
test override of ColorRGBA mat param with a Vector4f or Quaternion value
|
7 years ago |
Nehon
|
0d8b86b66f
|
Add default config for glb loader
|
7 years ago |
MeFisto94
|
11a647a3d4
|
Blender TextureHelper: Make use of ImageLoader's new loadTexture capability
|
7 years ago |
MeFisto94
|
3cd96b2053
|
Blender ImageLoader: Support Loading of HDR Files and many other
|
7 years ago |
Nehon
|
fc8135412f
|
Fixes normal lighting in world space for PBR
|
7 years ago |
Nehon
|
435f2d4d05
|
Prevents NaN time when animation length is 0 (case of a pose)
|
7 years ago |
Stephen Gold
|
247d5d9324
|
package protect the MovingAverage class instead of deprecating it
|
7 years ago |
Stephen Gold
|
f27f568556
|
remove deprecated shadow renderers from 3 physics tests
|
7 years ago |
Stephen Gold
|
99f4f20c75
|
remove deprecated BasicShadowRenderer from TestFancyCar
|
7 years ago |
Stephen Gold
|
990791b21c
|
remove setFlushQueues(), which is deprecated and has no effect
|
7 years ago |
Stephen Gold
|
d3f0c2002a
|
in examples, replace deprecated methods and classes
|
7 years ago |
Stephen Gold
|
e536699d9e
|
remove 3 examples whose purpose was to test deprecated classes
|
7 years ago |
Nehon
|
8a8d381c0e
|
glTF: Fixes models orientations issues
|
7 years ago |
Nehon
|
a741dc66f4
|
glTF: fixed crashes with some models structure
|
7 years ago |
Nehon
|
1b2cc6a63b
|
SkeletonControl now falls back to software skinning when there are more than 255 bones instead of crashing when the shader compiles.
|
7 years ago |
Nehon
|
a59b9e6a94
|
glTF: Skip tracks that belong to a different skin
|
7 years ago |
Nehon
|
5dbbaf0f06
|
glTF: Fixes additional issues with bones transforms
|
7 years ago |
Toni Helenius
|
09f4ae4832
|
Animated cursor support for LWJGL 3 (#785)
* Simple animated cursor support
* Use primitive array and diamond constructor
|
7 years ago |
Nehon
|
cfaaec5418
|
glTF: Fixes a crash when attached nodes contains skinned meshes
|
7 years ago |