javasabr
b442bcd9c1
removed unnecessary field.
8 years ago
Nehon
bf2369a50a
Fixed MikktSpaceTangentGenerator that was not replacing existing Tangent buffers on the mesh. That could cause crashes when the old tangent buffer did not have the same amount of components
8 years ago
javasabr
d468c20fba
implemented LWJGL3 BufferAllocator
8 years ago
mitm001
4a37ec467c
Update AbstractAppState.java
8 years ago
Paul Speed
d8875a7898
Convert Skeleton and Bone over to use the JME cloner system for cloning...
...
this should do automatic fix-up and hopefully make bones attachments work
properly again in clones.
8 years ago
Paul Speed
c7c239a56f
Modified BitmapTextPage to always deep clone its mesh since otherwise
...
BitmapText objects end up sharing them and that's bad.
8 years ago
Paul Speed
f81c14de7c
Another bitmap text clone fix. The text pages array (the list of the actual geometry of
...
the bitmap text) wasn't really being cloned... only the elements were. This meant that
that a cloned BitmapText object would continue to share the meshes from the original.
8 years ago
Paul Speed
dbb1f14471
Another fix for BitmapText cloning where the regular clone() was
...
completely bypassing the JME cloner framework... and making a bad
clone.
8 years ago
Paul Speed
440096441d
Fixed the cloned Letters to use the cloned StringBlock instead of the
...
original reference.
8 years ago
Paul Speed
9fda417a66
Fix for issue #577 StringBlock cannot be cloned with the cloner because
...
it is package private and the cloner cannot instantiate one directly.
Since it is extremely unlikely (read: impossible) that there would ever
be shared StringBlock references between BitmapText objects then it is safe
to just clone it directly.
It is important to note that BitmapText never really did support clone
before and only pretended to... so this wasn't really a regression.
8 years ago
Fadorico
3b829c7365
Write/read the width and height of the quad
8 years ago
Kirill Vainer
86f6f040e3
Fix #550
8 years ago
Kirill Vainer
a84c0eb25c
add 0/0.0 param case to material test
8 years ago
Kirill Vainer
68b34037f8
define 0/0.0 int/float values in shader
8 years ago
Nehon
11562f88cf
Fixed shadow fade and zfar computation as it was breaking shadow border filtering.
8 years ago
Nehon
35de6d9fda
Fixed an issue where some occluders were wrongly culled out from the shadow map at very steep light angle, and when the view cam was almost align with light direction.
8 years ago
Paul Speed
ed817507d4
Improved the "compare result changed" error message to include the most
...
likely cause of the error.
8 years ago
grizeldi
da3463405a
Added cleanup
8 years ago
Michael Braunstingl
67881b1e01
Two changes:
...
1. GL_DST_ALPHA and GL_ONE_MINUS_DST_ALPHA were moved from GL3 to GL.
2. I reverted to the previous switch/case statements in
GLRenderer.convertBlendFunc(BlendFunc).
8 years ago
Michael Braunstingl
ca17bd592a
Removed the switch/case statements in convertBlendFunc() by extending
...
the BlendFunc enumeration with a convenience integer value.
8 years ago
Michael Braunstingl
187e9944fd
Added the BlendFunc enums in RenderState and updated the GLRenderer
...
accordingly.
8 years ago
TehLeo
7ed61854df
Update Caps.java
8 years ago
TehLeo
85f1e6ab46
Update GLRenderer.java
8 years ago
TehLeo
7693e785c2
Update Image.java
8 years ago
TehLeo
d90ee201da
Update GLImageFormats.java
8 years ago
TehLeo
af11f870f1
Update GL3.java
8 years ago
Nehon
78fa00bedf
Changed the minimum value of a float when converting it to half float. It was 5.96046E-8f and it's now 3.054738E-5f. This values seems to be the lowest one before 0 when converting back half to float.
...
This issue has been revealed in this post https://hub.jmonkeyengine.org/t/pbr-nan-to-half-conversion-errors/37219
The bad minimum was causing erratic data being wrote to the texture when the value was very close to 0, and causing the glitches and even crashes when color values were given as Float.Infinity or Float.NaN.
8 years ago
Nehon
bc86161831
fixed some javadoc in AbstractShadowRenderer
8 years ago
Nehon
17a853e3a8
Fixed post shadow filter for glsl1.5
8 years ago
Nehon
584b822eb7
Defaulted the render back faces shadows in the AbstractShadowRenderer to true to keep the same behavior as in 3.0
8 years ago
Nehon
ad6da79ad1
Fixed the link to the paper for convertHalfToFloat
8 years ago
Nehon
81830c4146
ShaderNodes now move all the declared extensions at the top of the generated shader source
8 years ago
Nehon
9cf67b902e
Fixed SpotLight constructor to properly compute the invSpotRange see https://github.com/jMonkeyEngine/jmonkeyengine/issues/563
8 years ago
Rémy Bouquet
be6d2765e3
Added a setLocalTranslation and setLocalScale to the Bone class. Similarly to setLocalRotation it only works when userControl is set to true and fails otherwise.
...
Also I changed how the value is set (with a set(...)) because it was assigning the passed parameter to the local instance of the transform.
8 years ago
Nehon
cd70630502
Changed the order of import of the PBR.glsllib in the PBR material as it enables the texture lod extension and this fails on some GPU when it's not at the beginning of the shader.
8 years ago
Nehon
cf6951af34
MikktSpace tangent generator now properly generates the BindPoseTangent buffer when necessary
8 years ago
Sebastian Weiß
2e58f2774c
#503 fixed
8 years ago
Nehon
f642e56517
Clean up in the PBR j3md file to remove warnings
8 years ago
Sebastian Weiß
97cac35105
Fix for #502
8 years ago
Ali-RS
8937e93cce
Minor fix in javadoc for Camera.java class
8 years ago
Kirill Vainer
86c2c7f341
minor cleanup in GLRenderer
8 years ago
javasabr
651c3cc29e
fixed missing Cloneable in the Triangle.
8 years ago
TehLeo
28281f7962
Fix for MTR Framebuffers
...
The problem: Happens with two MTR framebuffers with same number of color attachements.
If we set a frame buffer frame1, then later frame2.
r.setFrameBuffer(frame1);
r.setFrameBuffer(frame2);
Frame2 buffer will not output to multiple targets. Only its first target will be rendered.
This patch fixes that problem.
8 years ago
Ali-RS
bdd15b7f3e
fixed a typo
8 years ago
Sebastian Weiß
e8f76d43fe
implemented all changes regarding OpenCL (and some missing stuff)
8 years ago
Nehon
9665b985e4
Fixed wrong alpha handling in the pbr shader
8 years ago
Rémy Bouquet
2c388e489a
null check on the lightList in SinglePassAndImageBasedLightingLogic.makeCurrent. as it may be null when you preload
8 years ago
Rémy Bouquet
beb5033747
added GLSL compat to the pbr shader
8 years ago
Rémy Bouquet
5aa8af28cd
fixed Lod functions overload in GLSLCompat lib
8 years ago
Rémy Bouquet
85c119c132
Changed the way IBL is switched on and off in the PBR shader and in the technique def logic because the old way was causing some issues on mac... for some unknown reason.
...
Now it's toggled on and off with a define, but there might still be some issues on mac when there are several lighting passes.
8 years ago