shadowislord
e6df8b1e49
Remove deprecated ConfigType
10 years ago
shadowislord
1a8e6f1644
Reuse bindProgram in OGLESShaderRenderer
10 years ago
shadowislord
4717e7006f
Goodbye, OpenGL1
10 years ago
shadowislord
c2b9b8a2e1
Fix JDK8 build for the rest of SDK plugins
10 years ago
shadowislord
5905a684ad
Fix SDK build on JDK8
10 years ago
shadowislord
0c41d1725f
Remove deprecated formats from Image (w/o changing enum ordinal)
10 years ago
shadowislord
eaa5a15f39
Remove use of deprecated image formats (IOS)
10 years ago
shadowislord
1dfa4d4c0d
Remove usage of deprected image formats (JOGL)
10 years ago
shadowislord
62cfbc8a3e
Remove usage of all deprecated image formats
10 years ago
shadowislord
b7a4faebf0
Remove deprecated fields from AndroidHarness
10 years ago
shadowislord
bbd6c613f0
Reduce "Integer" class churn in rendering statistics
...
* Use IntMap instead of HashMap<Integer>
* Cache last set shader to save hashmap lookup on every set uniform
10 years ago
shadowislord
ff55522f78
Change flow in STBI build script to ease development
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* stb_image.h and AndroidNativeImageLoader.h are now placed in the source folder so that the IDE can access them
10 years ago
shadowislord
17f130615a
Update STBI .so based on latest changes
10 years ago
shadowislord
a015e0836f
Remove commented out code since it will not be used anymore
10 years ago
shadowislord
7057e9cb18
Android native image loader rewritten from scratch
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* Now supports reading directly from Java InputStream instead of having to read image file into memory first
* Optimized native code - reduced unneccessary memory copies
10 years ago
shadowislord
b83603cd8f
Added support for ETC1 compression (regular OGL only for now)
10 years ago
shadowislord
8d406380b0
* Fix FXAA on Android (but it's not really noticeable .. pixels are too small)
10 years ago
Nehon
81fe180713
Better Single pass test
10 years ago
jmekaelthas
30d89da190
Bugfix: fixed a crash that occured after changes in Materials'
...
definitions.
10 years ago
kaelthas
550063367e
Bugfix: fixed issues with subdivision surface modifier.
10 years ago
shadowislord
3992ed89af
Fix point sprite on Android. Fixes issue #82 .
10 years ago
shadowislord
15f35fc5c6
Fix "DXT1 not supported by hardware" error that started appearing since the renderer refactor.
10 years ago
shadowislord
bf2656abf3
If we are loading a material from a J3O file, do not crash on missing material parameters, but log it instead.
...
Fixes test crash on any tests using cornellbox.j3o
10 years ago
shadowislord
b7ae8e6e3a
Fix issue #127
10 years ago
shadowislord
a9d8faf39e
Modify TestDepthStencil to be simpler (based on TestFBOPassthrough)
10 years ago
shadowislord
aa03d73595
Merge pull request #184 from davidB/fix_fb_depth24stencil8
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Add support of Depth24Stencil8 into *Renderer
10 years ago
David Bernard
4fdde38bc2
Merge remote-tracking branch 'upstream/master' into fix_fb_depth24stencil8
10 years ago
David Bernard
37da17e3eb
add support of DepthStencil into *Renderer
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+ a test app
- only tested on desktop with Lwjgl
10 years ago
shadowislord
84046018ba
Avoid use of LWJGL specific ContextCapabilities class.
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Instead parse GL_EXTENSIONS and use that to determine supported features.
10 years ago
shadowislord
18b9ef5540
Refactor Android system
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* Minor clean in context creation
* Remove AndroidGLSurfaceView (it wasn't doing anything)
* Delete AndroidTimer. Now android will be using NanoTimer
10 years ago
shadowislord
26d8ae8942
android natives: add updated builds
10 years ago
shadowislord
e1a3d2e79f
Updated STB image build script
10 years ago
shadowislord
883ff7da71
Apply same fixes from OpenAL Soft to STB image loader.
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Also make sure it works with the latest version from the website (which is downloaded automatically).
10 years ago
shadowislord
756497fb92
Specify TARGET_PLATFORM properly (:= instead of =)
10 years ago
shadowislord
393009ec2d
Fix OpenAL Soft for Android
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* Upgrade to latest OpenAL Soft (1.16)
* Don't specify TARGET_PLATFORM on command line as that causes weird issues
* Specify target platform via APP_PLATFORM in Application.mk and TARGET_PLATFORM in Android.mk
10 years ago
shadowislord
4050b7cbbf
* Require alpha discard define to be set in order to enable the alpha discard feature (for multi pass lighting shader)
10 years ago
shadowislord
22ab7c11c7
* Ensure cubemaps have square dimensions before uploading
10 years ago
shadowislord
7860ccca52
* Use mipmap minification modes only if mipmaps are actually available
10 years ago
shadowislord
4d7dcc17bb
* Don't depend on ContextCapabilities for determining OGL / GLSL versions
10 years ago
shadowislord
e225e6ff89
* Move certain render context specific fields from Renderer into RenderContext
10 years ago
Nehon
c55717141e
Single pass lighting implementation.
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Along with some light shaders refactoring and clean up
10 years ago
shadowislord
3ef5505faa
Allow render buffers to use 'Depth' format even if depth textures are not supported.
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Fixes post processing on GPUs without depth texture support (e.g. NVIDIA Tegra)
10 years ago
shadowislord
c274675660
FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs)
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Post processing now works on Android again.
10 years ago
jmekaelthas
592d0a0793
Feature: added support for creased edges in subdivision surface
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modifier.
10 years ago
shadowislord
3fa56c9467
Fix texture alpha channel not working on Android due to it premultiplying it by default. Fixes terrain shader.
10 years ago
neph1
2c38efe051
A bunch of basic ShaderNodes
10 years ago
jmekaelthas
0c27026978
Bugfix: fixed a bug that caused NPE to be raised when Subsurface
...
modifier worked on an edge without faces.
10 years ago
jmekaelthas
f364d66640
Feature: added support for subdivision surface modifier.
10 years ago
Nehon
73b7061b0b
Fixed a typo in the setSubPixelShift in the FXAA filter that was causing a crash
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.
...
Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out
10 years ago