Daniel Johansson
9f9cb824cd
Fixed an issue with J3MLoader thinking certain texture path patterns with new texture options still looked like old style and hence ignoring new options and getting the texture path wrong.
9 years ago
Nehon
f14e609287
Updated MatParam.getAsString to reflect recent change on j3m texture parameter format
9 years ago
Kirill Vainer
b431d16981
Cylinder: fix incorrect axis samples for closed
9 years ago
InShadow
6c9cd46e11
Corrected spelling mistake.
9 years ago
Teencrusher
5468a48050
Removed the modification of the input parameter that lead to a wrong axisSamples member then the cylinder was closed
9 years ago
Alrik
f925e3eb81
- revert mistake
9 years ago
Alrik
546850130d
- make the comment more precise because user control and world inverse /
...
local bind pose transforms are also copied
9 years ago
Alrik
54d563dde2
- remove unnecessary comment
9 years ago
TehLeo
449bc443b3
Update BufferUtils.java
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Fixes #395
9 years ago
Alrik
03b351f26c
- fix Bone constructor doesn't clone the given Bone object parameter
9 years ago
MeFisto94
a3372284e9
Be more verbose when the Asset Path is outside of the root.
9 years ago
Nehon
44601cf5ff
Added an experimental MikkTspace generator
9 years ago
InShadow
1073eba6be
Cleaned up BatchNode a bit and implemented collideWith to work only with non-batched children.
9 years ago
Nehon
a670877df1
Fixed Image disposal in LightProbeFactory (issue https://github.com/jMonkeyEngine/jmonkeyengine/issues/424 )
9 years ago
Kirill Vainer
bc8ecc3bc3
Update Particle.vert
9 years ago
MeFisto94
c90048595f
Removed AudioNode.Type in favor of AudioData.DataType, which is what we are using now.
9 years ago
Kirill Vainer
2a959e17ab
particle: fix fading not working correctly
9 years ago
MeFisto94
6f6e93e01b
Simplified the AudioNode constructors ( #342 ) and allow looping/seeking on every AudioNode now by default.
9 years ago
MeFisto94
f233565031
Changed the copyright notice in the comments just like it was done on 25ca07d
.
9 years ago
MeFisto94
6c4e8010f2
Fixes the bug of shallow copies when cloning lights (See http://hub.jmonkeyengine.org/t/what-is-the-expected-meaning-of-light-clone/35100 )
9 years ago
MeFisto94
04566d8c6a
Fixes #360 : Material now serializes name
9 years ago
Teencrusher
b4737b0206
Fixed indirect light extraction in Material
9 years ago
john01dav
f9a9839228
Added enqueue runnable
9 years ago
javasabr
718b66ba62
Added support of overriding
9 years ago
Paul Speed
a0261e78fb
Added meaningful messages to the exceptions.
9 years ago
Paul Speed
d4c94bc7c0
Added a vector4f based populate method.
9 years ago
Paul Speed
8cfe537625
Fix clone to account for the update list added for update
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optimization. The updateList was cloned also and needs to
be cleared out and the update flag reset as if freshly
initialized. Thanks for lightbringer for pointing out the
problem and solution.
9 years ago
Pesegato
1df3c204f2
Added support to Logitech F310 with Xinput for Windows 10
9 years ago
Kirill Vainer
2ca55c8b3a
LWJGL3 improvements
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* Added key remapping for GLFW key constants
* Rename AppSettings.getGammaCorrection() to isGammaCorrection()
* Use LWJGL3 artifacts from maven
* Minor compatibility changes for LWJGL 3.0.0b
* Fixed some minor bugs in LwjglWindow
9 years ago
Daniel Johansson
69c17d72c8
Reverted statistics code for tracking number of lights in the scene. Not counting correctly. Maybe this can be added back in later on.
9 years ago
Daniel Johansson
25b9691e32
Added support for toggling lights on and off via Light.setEnabled(boolean). This implements #393
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This commit also contains some minor changes to TestManyLightsSingle which now has a key trigger (L) for toggling lights on and off.
9 years ago
Daniel Johansson
67eb998ef4
Added numLights to statistics. This tells us how many lights are left to render after filtering has occurred. Also did some tidy up of javadoc in RenderManager.
9 years ago
Daniel Johansson
e0c24cd73a
Added a guard to ensure setSinglePassLightBatchSize() is set to a minimum of at least 1.
9 years ago
NemesisMate
19577c3288
Fixed a possible bug in TextureAtlas.java
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It seems that the variable was the wrong one when adding the normal texture to the atlas.
9 years ago
Nehon
ab76585ff2
More fine tuning calibration of roughness, and various visual fixes for PBR
9 years ago
Nehon
9e1a1f6131
PBR, fixed the way metallic material base color was handled for indirect lighting.
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Also calibrated roughness so that it matches Substance painter renderer.
9 years ago
Paul Speed
b006204c0f
Various warning-related cleanups. Added @Overrides
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and removed some manual unboxing.
9 years ago
Paul Speed
3189323c2f
Converted manual array + list management over to just use SafeArrayList.
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It was a class added after this code.
9 years ago
Paul Speed
46794e251d
Allow the caller to override the axis' default dead
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zone configured at startup.
9 years ago
Paul Speed
2a2c71dadf
Modified to pay attention to the joystick axis'
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dead zone if it is larger than the globally defined
dead zone.
9 years ago
Paul Speed
84ccd71873
Added additional information to the range check exception.
9 years ago
jmekaelthas
8958459ef9
Bugfix: fixed a bug that caused NURB lines did not use their proper
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resolution.
9 years ago
Nehon
1276dc583e
Point Of Interest light probe blending start of implementation : basic structure, probes selection and blend factor computation.
9 years ago
Nehon
6b262e56c8
Fixed the javadoc fixes :D
9 years ago
Nehon
2648f67b34
Javadoc in RenderManager : Fixed some typos and added some for light mode methods.
9 years ago
Nehon
52154e1cea
Introduced a LightProbeBlendingStrategy, that can be passed to the default light filter upon construction.
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It sets how multiple LightProbes will be blended or selected for the final render.
This is meant to be highly customizable as there are already several strategies with pros and cons in the industry and some may arise in the future.
9 years ago
Nehon
50a9a8636b
HDRLoader, reverted the change that loaded the HDR files in sRGB space, since the specs says that data is in linear space for this format.
9 years ago
Nehon
ec8e7d6713
The LightProbe is now treated apart from other lights in the rendering pass as the Ambient light is and is always rendered on the first pass if there are several passes.
9 years ago
Nehon
6c2396f023
Used the proper Lod finction in the reflect debug material
9 years ago
Nehon
f010f1be59
Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps.
9 years ago