Nehon
f14acf305b
Added support for extensions, implemented PBR spec gloss extension
7 years ago
Nehon
ea6c406979
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
7 years ago
Nehon
d7b2e08d95
Spatial tracks now can keep a reference to the spatial they apply to. This allows to group multiples spatial tracks in a single animation.
7 years ago
Rémy Bouquet
6b3093aa3e
GLTF: armature loading.
7 years ago
Rémy Bouquet
b129d2954f
Added a better skeleton debugger
7 years ago
Nehon
40c4f7936d
Implemented texture loading and PBR metalness/roughness pipeline support
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Fixed some mesh loading issues.
7 years ago
Nehon
7951f5a987
Gltf loader can load mesh data and scene structure.
7 years ago
empirephoenix
50eaa34143
Update ParticleEmitter.java
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allow easy manipulation of particleemmite via subclasses
7 years ago
javasabr
fac8266b5c
fixed two problems with asset manager:
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1. can't load classes from asset class loaders.
2. can't load resources from asset class loaders.
7 years ago
b00nation
06b23ec6ca
Fixed: If Instancing is activated you only see shadows
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When the pbr material was introduced someone forgot to keep the instancing in mind which uses :
ViewProjectionMatrix
ViewMatrix
I added these.
7 years ago
Nehon
de009e2ea7
Added the Glow technique to PBR material so that it can work with the bloom filter.
7 years ago
Sebastian Weiß
3a7dedeba0
formatting, as always :(
7 years ago
Sebastian Weiß
28e4c9848f
Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted.
7 years ago
Alexandr Brui
6785087057
Added a possibility to resize env cameras. ( #699 )
7 years ago
Alexandr Brui
3058c218c5
Added missed imports. ( #691 )
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Used GLSL compat on the post shadow filter
7 years ago
Alexandr Brui
10bc250db7
Fix of the one parameter of shadows render. ( #688 )
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* fixed applying the render back faces shadows option during creating a shadow filter.
7 years ago
Nehon
6ed4abf29e
ShaderNodes: changed the way condition are used for variable declaration.
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Before each input (attribute, varying or uniform) depending on a define was declared inside a #ifdef statement, it appears that most compiler will optimize out any input that has not been set so this computation was useless and costly and the code to to it was kind of ugly.
So basically now it's only done in very particular cases when it's really needed.
7 years ago
Nehon
85dc89b0aa
Shader Nodes: changed the way uniforms were replaced in the code, they are now assigned as any other input except for samplers that can't be assigned.
7 years ago
Nehon
385d2caeed
Shader Nodes: Shader compatibility for texture function is now handled at generation time
7 years ago
Alexandr Brui
8abf23b2f2
Added missed gl versions ( #680 )
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* Added missed GL versions and Caps.
* Added supporting 3.3, 4.0, 4.1, 4.2, 4.3, 4.4 and 4.5 GL core profiles.
7 years ago
Yan
22d73a57cd
Update UniformBinding.java
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fix typo
7 years ago
Nehon
54f283e8d2
Fixed an issue where the color space of a texture mat param was disregarded when loaded from a j3o.
7 years ago
Nehon
5ac5731ebf
Better error reporting when loading shaderNodeDefinition
7 years ago
Stephen Gold
8530b60294
testcases and fix for issue #357
8 years ago
Christopher Hughes
d3733fba15
Overrode SkeletonDebugger clone method. Ticket #660
8 years ago
Thomas JOUANNOT
1dd1888b55
LodGenerator should accept a constructor by mesh
8 years ago
stophe
ebaad20f2f
Added a unit test and fixed indentation.
8 years ago
stophe
61c22d5709
Providing invalid parameters in cylinders generation throws an exception.
8 years ago
stophe
edf279a06d
Refactored Cylinder generation to be more maintainable, readable, and fix #640 .
8 years ago
Nehon
ee9c6d366a
ShaderNodeVariable now has a prefix attribute that is concatenated to the name when generating the shader (basically g_ and m_ when the variable is an uniform)
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It avoid to change the name of the variable when loading the definition and always have weird inconsistencies with mat params because the name has a m_ or not.
8 years ago
Nehon
2f06c9b37b
ShaderNodeDefinition path is now set while loading the definition.
8 years ago
Nehon
26ccaaea88
DDSLoader now supports Luminance16f format (r16f)
8 years ago
Quazi Irfan GD
97135fa9bb
Add missing override in Geometry
8 years ago
Quazi Irfan GD
cf07e094af
Cleanup Mesh(Point) documentation
8 years ago
Quazi Irfan GD
1bfabd8d8f
Update Mesh(Point) documentation
8 years ago
NemesisMate
88125da16d
Fixed IllegalArgumentException when removing a LodControl from a spatial
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LodControl throws an exception when the spatial being added to isn't a geometry, however, when the controls is removed it calls setSpatial with a null value triggering the exception throw. Now checking for this null value case.
8 years ago
grizeldi
23d6def5ed
Made right trigger usable on Xbox based controllers
8 years ago
grizeldi
ddfa728d60
Add Xbone S controller mappings
8 years ago
Rafael Pax
543268593b
NullContext thread safety
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The fields `timeThen` and `timeLate` are static. If multiple Applications are launched in different threads in headless mode, sync fails. This can be fixed removing the static modifier of the fields.
8 years ago
Nehon
d20cf3f20a
Reverted changes in Spatial made for VR.
8 years ago
Nehon
29875e6085
Fixed InstanceGeomerty not working properly when using the lighting material and a non DirectionalLight
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see https://hub.jmonkeyengine.org/t/instancednode-doesnt-work-with-light/38316/5
8 years ago
Sebastian Weiß
02781e799f
oh man, I should have learned it by now, that jme uses spaces, not tabs
8 years ago
Sebastian Weiß
04b0578173
Certain dds texture lack the DDSCAPS_TEXTURE-flag, but are still recognized by programs like IrfanView and can also be loaded in the engine.
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This commit weakens the check for this flag: Instead of throwing an exception, a warning is logged.
8 years ago
Sebastian Weiß
a3cd3cbb04
Certain dds texture lack the DDSCAPS_TEXTURE-flag, but are still recognized by programs like IrfanView and can also be loaded in the engine.
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This commit weakens the check for this flag: Instead of throwing an exception, a warning is logged.
8 years ago
Stephen Gold
9905c4f011
getAttachmentNode(): move target selection from SkeletonControl to Bone
8 years ago
Stephen Gold
b2aa1ff9f1
fix SkeletonControl.getAttachmentNode() for odd models (such as Jaime)
8 years ago
Stephen Gold
dcb92e1d15
Unshaded.vert: put declaration in #ifdef to avoid an unused uniform
8 years ago
Rémy Bouquet
b0a5384046
Moved worldMatrix declaration in instancing.glsl so that it works on android
8 years ago
Rémy Bouquet
09fa4f165e
fixed bad comma in previous commit
8 years ago
Nehon
8caf05734c
Fixed tangent and normal argument position in Skinning.glsllib
8 years ago