Commit Graph

3 Commits (77e552f551c06c7d70adef572c061f3c23d712cc)

Author SHA1 Message Date
Alexandr Brui 10bc250db7 Fix of the one parameter of shadows render. (#688) 8 years ago
Julien Seinturier 6cf1b57e00 Added VREnvironment class that gather the system related VR objetcs. 8 years ago
Julien Seinturier 59d41c865b First jme3-vr commit 8 years ago
javasabr c2219ecce5 removed the comment and returned a final modification to the method. 8 years ago
javasabr 6c3100f929 Added cloneable and jmeCloneable interfaces to shadows renders and filters 8 years ago
javasabr 1be4a48223 changed access to some methods of shadow render. 8 years ago
Nehon bc86161831 fixed some javadoc in AbstractShadowRenderer 9 years ago
Nehon 584b822eb7 Defaulted the render back faces shadows in the AbstractShadowRenderer to true to keep the same behavior as in 3.0 9 years ago
Dokthar 63fb53f6e4 more typo ... ytpo ytop opyt ;) 9 years ago
Kirill Vainer f2f748ed7e material: rename PostShadow15 -> PostShadow 9 years ago
Kirill Vainer e4f7916301 Material: allow multiple named techniques 9 years ago
Nehon dff4befafb Added an option to not render backfaces shadows with the shadow renderer and the shadow filter. It's the default for the renderer but not for the filter as it may have some edges artifacts. 9 years ago
Nehon 32be69f3e6 Remove a lot of duplicate code for shadows 9 years ago
Nehon dca050b96b Added a protected modifier to getReceivers in Abstract shadow renderer 10 years ago
Kirill Vainer f74ae990d4 Shadows: make sure to clear all buffers 10 years ago
Bebul 8c37778749 Obsolete shadowRecv and sceneReceivers code cleanup 10 years ago
Bebul ed369135fa fix renderShadow optimization to work on multiple scenes attached to viewPort properly 10 years ago
Bebul 4569154d9f RenderShadow relict code clean up, no more static ShadowUtils.rootScene 10 years ago
Bebul b1f040d8e0 Optimize RenderShadow to use scene hierarchy for culling 10 years ago
Nehon 6e287d0ef2 Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore. 11 years ago
Nehon d8bbb4e9f9 Fixed an issue where you couldn't chain several shadow renderers. Thanks to Perjin for narrowing down the issue. 11 years ago
Normen Hansen a16857c8f4 switch to gradle layout 11 years ago
sgold f5ccf45aed improve inline documentation in AbstractShadowRenderer.java ... trunk 11 years ago
sgold babb2cdce8 Bugfix: issue #613 (ClassCastException during read) in trunk 11 years ago
rem..om ade8d30d8c Shadows : post pass is no longer rendered when there is no geometry that cast shadows, avoiding rendering what ever there is in the graphic memory in that particular case. 12 years ago
rem..om b577a6c336 Fixed an issue with multiple shadow renderers. 12 years ago
rem..om aa325fc854 Fixed an issue with where one couldn't have several Shadow renderers in the same scene 12 years ago
rem..om 85b4605229 Shadows Fixed issue where Edge filtereing was not properly initialized and was causing a crash when compiling the shader 12 years ago
rem..om 723e3c0e30 Commit patch from abies that drastically reduce the garbage creation when switching techniques. It also reduce grabage collection for the AbdtractShadowRenderer. 12 years ago
rem..om b88350a069 All shadow renderers/filters are now properly savables 13 years ago
rem..om 78d1754df1 Implemented proper frustum culling for the shadow post pass. 13 years ago
rem..om 0dadaa80f5 Shadow system refactoring. 13 years ago
rem..om 66ddbb654d Point light shadows first push. Working solution based on rendering 6 different shadow maps. 13 years ago
rem..om 89608f3fd5 fixed material param settings in PssmShadowRenderer 13 years ago
rem..om 7271bf4de7 Made the PSSmRenderer stop to create a new matrix for each split on every frame 13 years ago
rem..om 3b84ae44e5 Made all attributes of PssmShadowRenderer protected 13 years ago
rem..om d1a036a021 Pssm now supports fade out of the shadows when using a zextend 13 years ago
sky..ok fa841874c6 Add missing licenses in Core, Core-Effects, Core-Plugins, and Desktop code groups 13 years ago
sky..ok 751cb9e20a Javadoc cleanup 13 years ago
rem..om cbafa1852b Shadows : There is now an alternative to the PssmRenderer : the PssmFilter that has to be used as any other filter. It does the same ass the PssmRenderer except the post shadow pass is done in screen space making it run very faster on scene that have a lot of shadow recieving Geometries. 13 years ago
rem..om 384f4ac1c2 Lighting and Shadows (PSSM only) : 13 years ago
nor..67 ea0be5cf9f - fix imports across engine 13 years ago
rem..om 22edb7beb0 Shadows/SSAO and transparency : Removed the AlphaDiscardThreshold attribute from the lighting material. Transparency discarding is now handled by the AlphaFallOff render state (as it should be). 13 years ago
rem..om 4155cacf74 PssmShadowRenderer : post shadow pas does not write depth anymore, also added a slight polyOffset to avoid z-fighting 13 years ago
rem..om bf55974bf4 Changed the way post shadow pass is done. It's now a technique of the lighting material definition. 13 years ago
rem..om bfa243a619 PssmShadowRenderer now have a contructor that takes a material as a parameter to override the post shadow material 13 years ago
nor..67 c16e880888 - remove desktop-fx package and move effects to core, remove HDRRenderer swing UI 14 years ago