239 Commits

Author SHA1 Message Date
Nehon
21179dc132 Changed standard lighting to blinn phong instead of phong only 2015-02-18 20:39:45 +01:00
shadowislord
6c770d524d Application: add waitFor flag to start()
Allows user to wait for app to initialize first before doing other actions
2015-02-15 16:47:11 -05:00
shadowislord
d9cc9003ba GLRenderer: update viewport even if FBO ID already set
The inherited viewport state could be outdated or incorrect, this makes sure it matches exactly
2015-02-15 16:45:07 -05:00
shadowislord
ec2f47225c RenderContext: remove obsolete state from GL1 renderer 2015-02-15 16:44:10 -05:00
shadowislord
9651d6d822 GL interface: add support for PBO, FB readback, and fences (ARB sync) 2015-02-15 16:42:42 -05:00
shadowislord
fb7708af24 GLRenderer: Fix modifyTexture(). Clarify documentation. 2015-02-15 16:38:23 -05:00
Nehon
9500b43aa9 some clean up in the ShaderGenerator 2015-02-13 10:43:01 +01:00
Nehon
53a40c887e Fixed shader error output. the shader source code was appended twice in the log. 2015-02-12 22:43:03 +01:00
Nehon
5b6b33c8f5 The shader generator now supports swizzle on the left variable of a mapping :
input mapping vec3 v3.xy = v2
will generate
vec3 v3 = vec3(0.0);
v3.xy = v2;
As this statement can't be done in one line.
2015-02-12 22:32:59 +01:00
Nehon
a04a304954 Fixed an error where matching swizzle were reported as wrong when using swizzle of type vec3 v3 = v2.xxy 2015-02-12 22:29:44 +01:00
Nehon
3acd6b2f33 Fixed the error message when types/swizzles in a variable mapping do not match 2015-02-12 22:27:51 +01:00
shadowislord
629c007cd4 DDSLoader: fix loading 16-bit images (as exported by PVRTexTool) 2015-02-10 20:16:51 -05:00
shadowislord
809092c236 Allow application to be a resizable window.
Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
2015-02-10 20:14:36 -05:00
shadowislord
1fc730c78a Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus 2015-02-10 20:12:38 -05:00
shadowislord
8ae04fd1fb PlaceholderAssets: when assets fail to load, try to make the error appear visually 2015-02-10 20:10:43 -05:00
Nehon
0ebb3acb16 Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x' 2015-02-10 22:41:23 +01:00
shadowislord
4b079ea480 DesktopAssetManager: remove weird logging in loadTexture 2015-02-09 21:09:22 -05:00
shadowislord
253c3ac80d JmeSystem: print build info on initialization 2015-02-09 21:07:59 -05:00
shadowislord
eda5e983da context/renderer: let renderer print out graphics hardware info 2015-02-09 21:06:50 -05:00
shadowislord
bbbfdb851a GLRenderer: log texture formats as Level.FINE 2015-02-09 21:03:05 -05:00
Nehon
963c3d7e61 Fixed some typo in some comments in Material.java 2015-02-10 00:48:41 +01:00
Nehon
4cb007f3b3 Fixed issue exposed in this thread http://hub.jmonkeyengine.org/t/found-bug-in-jme-xmlexporter-vector3f-zero-abuse/31430
Thanks to AXELTOPOLINO
2015-02-10 00:48:12 +01:00
shadowislord
507b89fc46 Do not track JmeVersion as it is autogenerated 2015-02-08 19:41:08 -05:00
shadowislord
6f8fb84586 Update JmeVersion via build script 2015-02-08 19:33:41 -05:00
shadowislord
35737e1614 Add branch name to JmeVersion class 2015-02-08 19:32:43 -05:00
shadowislord
3cc0feced0 Put git hash and build date in JmeVersion class 2015-02-08 19:13:26 -05:00
shadowislord
bac0f81853 Fix scene graph update corruption due to earlier optimizations.
The update optimization will not visit child nodes unless the
parent has any refresh flags set. However if a "partial update"
occurs which only clears some of the flags (e.g. getWorldBound()),
then a situation could occur where a child node has refresh
flags set but not its parent, thus causing the aformentioned issue.
To allieviate this, we must always propagate the specific flag
required, regardless of whether or not the parent has some other
flags already set.
2015-02-08 18:16:35 -05:00
shadowislord
a4d06305d5 postprocessing target textures: always use nearest filtering
* There's almost never a good reason to use linear filtering for postprocess textures
 * If it is really required, it should be enabled explicitly
2015-02-07 19:12:38 -05:00
shadowislord
6350ac3aad GLRenderer: remove obsolete code, minor optimization 2015-02-07 19:11:32 -05:00
shadowislord
b3759d7147 GL tracer: When printing enum, use GL_ONE instead of GL_TRUE 2015-02-07 19:10:35 -05:00
shadowislord
d4e85382db Remove fixed pipeline technique from lighting shader 2015-02-01 20:06:09 -05:00
shadowislord
16e3e00507 Renderer Changes
* Add new "Limits" enum to hold maximums of various renderer capabilities such as texture size
 * Add support for seamless cubemap (enabled by default for mipmapped cubemaps)
 * Fix conflict when using GL tracing with GL debugging
2015-02-01 20:05:16 -05:00
shadowislord
9f3a145dd7 Renderer Changes
* Add new "Limits" enum to hold maximums of various renderer capabilities such as texture size
 * Add support for seamless cubemap (enabled by default for mipmapped cubemaps)
 * Fix conflict when using GL tracing with GL debugging
2015-02-01 20:03:42 -05:00
shadowislord
c212fab37a Deprecate TechniqueDef.isUsingShaders(). Do not use it anywhere in the engine. 2015-02-01 17:26:59 -05:00
shadowislord
a7517c17c0 Deprecate TechniqueDef.isUsingShaders(). Do not use it anywhere in the engine. 2015-02-01 17:22:12 -05:00
shadowislord
4db0acaca9 Image: Deprecate efficient data 2015-02-01 17:19:58 -05:00
shadowislord
8c2e9f687d Sky material: Don't render sky twice; cull back faces. Also disable useless depth writing. 2015-02-01 17:19:10 -05:00
shadowislord
663225c71f SkyFactory: Remove duplicate code, remove use of Image.getEfficientData() 2015-02-01 17:18:18 -05:00
shadowislord
43fcd01114 Remove useless check against material technique name being called 'FixedFunc' 2015-02-01 17:17:05 -05:00
shadowislord
30efc7ce86 ScreenshotAppState to use old FB read-back
Also, set compression quality for JPG to 95% (same as on Android)
2015-01-31 15:01:23 -05:00
shadowislord
4668892c85 Add more constants to GL / GLFbo interfaces so they can be decoded by GLTracer 2015-01-31 14:27:22 -05:00
shadowislord
1e8b5ef338 Avoid glTexParameter calls if not neccessary by storing last texture state in the Image object 2015-01-31 14:26:42 -05:00
shadowislord
38f3f82651 Add two more glUniform* functions as no-enum args in GLTracer 2015-01-31 14:24:16 -05:00
shadowislord
f638afbeb7 * Minor javadoc improvement 2015-01-31 12:52:26 -05:00
shadowislord
13e9cdc201 * Add glReadPixels to GLTracer 2015-01-31 12:49:38 -05:00
shadowislord
86dbade689 * Do not crash if running on x86 / MIPS android system when using JmeSystem.getPlatform() 2015-01-31 12:48:31 -05:00
shadowislord
014d319c11 * Support desktop GL tracing in GLTracer 2015-01-23 22:42:42 -05:00
shadowislord
5bfc5b2c13 Renderer texture handling changes
* Relax NPOT texture restrictions on OpenGL ES 2:
   allow non mip-mapped, non repeating NPOT textures - mainly used for GUI elements
 * Fix various texture array issues:
   - compressed textures were causing a GL error
   - the array size was always set to 1 instead of the actual number of images in the array
2015-01-23 22:34:49 -05:00
shadowislord
4633d9e546 Add GL wrappers for debugging and tracing 2015-01-19 18:20:54 -05:00
shadowislord
6f90009dab Syntax error fixes related to previous changes 2015-01-19 18:19:48 -05:00