Nehon
4777c591b1
GLSLLoader now moves all extensions declaration found in the dependencies at the top of the shader code
2017-01-14 23:13:08 +01:00
Nehon
f2709858bb
Got rid of the sorting for Technique selection
2017-01-14 18:53:18 +01:00
Nehon
cb04548fd5
Techniques are now weighted and sorted depending on their LightMode and GLSL version
2017-01-14 15:25:43 +01:00
Nehon
c713a06146
Fixed Backface Shadows param for PBRLighting
2017-01-14 15:25:43 +01:00
sgold@sonic.net
d4cd3f916d
fix errors in how vector projection is calculated
2017-01-14 01:15:31 -08:00
empirephoenix
6493337477
Merge pull request #588 from JavaSaBr/added_lwjgl3_allocator
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implemented LWJGL3 BufferAllocator
2017-01-11 08:29:06 +01:00
javasabr
a131d22518
reverted the name of the allocator filed.
2017-01-01 19:33:41 +03:00
javasabr
b442bcd9c1
removed unnecessary field.
2017-01-01 19:33:10 +03:00
Nehon
bf2369a50a
Fixed MikktSpaceTangentGenerator that was not replacing existing Tangent buffers on the mesh. That could cause crashes when the old tangent buffer did not have the same amount of components
2016-12-30 10:09:00 +01:00
javasabr
d468c20fba
implemented LWJGL3 BufferAllocator
2016-12-30 11:33:23 +03:00
mitm001
4a37ec467c
Update AbstractAppState.java
2016-12-24 16:13:52 -07:00
Paul Speed
d8875a7898
Convert Skeleton and Bone over to use the JME cloner system for cloning...
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this should do automatic fix-up and hopefully make bones attachments work
properly again in clones.
2016-12-13 06:04:21 -05:00
empirephoenix
de1acb6a9b
Merge pull request #576 from Fadorico/upstream
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Write/read the width and height of a quad
2016-12-07 13:01:23 +01:00
empirephoenix
4663258904
Merge pull request #535 from papaspace/custom-blend-func
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Added RenderState.BlendMode.Custom
2016-12-07 13:00:21 +01:00
empirephoenix
2d6bfc3853
Merge pull request #571 from grizeldi/patch-1
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Added cleanup for ChaseCamera
2016-12-05 11:25:13 +01:00
empirephoenix
63b0600b81
Merge pull request #572 from jMonkeyEngine/define_list_fix
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Fix DefineList regression
2016-12-05 11:22:03 +01:00
Paul Speed
c7c239a56f
Modified BitmapTextPage to always deep clone its mesh since otherwise
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BitmapText objects end up sharing them and that's bad.
2016-12-04 20:35:57 -05:00
Paul Speed
f81c14de7c
Another bitmap text clone fix. The text pages array (the list of the actual geometry of
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the bitmap text) wasn't really being cloned... only the elements were. This meant that
that a cloned BitmapText object would continue to share the meshes from the original.
2016-12-04 15:49:42 -05:00
Paul Speed
dbb1f14471
Another fix for BitmapText cloning where the regular clone() was
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completely bypassing the JME cloner framework... and making a bad
clone.
2016-12-04 15:31:32 -05:00
Paul Speed
440096441d
Fixed the cloned Letters to use the cloned StringBlock instead of the
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original reference.
2016-12-04 14:24:45 -05:00
Paul Speed
9fda417a66
Fix for issue #577 StringBlock cannot be cloned with the cloner because
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it is package private and the cloner cannot instantiate one directly.
Since it is extremely unlikely (read: impossible) that there would ever
be shared StringBlock references between BitmapText objects then it is safe
to just clone it directly.
It is important to note that BitmapText never really did support clone
before and only pretended to... so this wasn't really a regression.
2016-12-04 04:24:57 -05:00
Fadorico
3b829c7365
Write/read the width and height of the quad
2016-11-24 18:11:25 -05:00
Kirill Vainer
86f6f040e3
Fix #550
2016-11-23 21:05:20 -05:00
Kirill Vainer
a84c0eb25c
add 0/0.0 param case to material test
2016-11-23 20:35:23 -05:00
Kirill Vainer
68b34037f8
define 0/0.0 int/float values in shader
2016-11-23 20:14:23 -05:00
empirephoenix
9856555074
Merge pull request #570 from TehLeo/master
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Integer Texture Support
2016-11-22 11:20:38 +01:00
Nehon
11562f88cf
Fixed shadow fade and zfar computation as it was breaking shadow border filtering.
2016-11-20 23:55:06 +01:00
Nehon
35de6d9fda
Fixed an issue where some occluders were wrongly culled out from the shadow map at very steep light angle, and when the view cam was almost align with light direction.
2016-11-20 19:02:02 +01:00
Paul Speed
ed817507d4
Improved the "compare result changed" error message to include the most
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likely cause of the error.
2016-11-20 07:14:49 -05:00
grizeldi
da3463405a
Added cleanup
2016-11-19 17:57:17 +01:00
empirephoenix
7958ae2f46
Merge pull request #561 from shamanDevel/FixFor#503
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#503 fixed
2016-11-17 08:52:23 +01:00
Michael Braunstingl
67881b1e01
Two changes:
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1. GL_DST_ALPHA and GL_ONE_MINUS_DST_ALPHA were moved from GL3 to GL.
2. I reverted to the previous switch/case statements in
GLRenderer.convertBlendFunc(BlendFunc).
2016-11-14 23:06:01 +01:00
Michael Braunstingl
ca17bd592a
Removed the switch/case statements in convertBlendFunc() by extending
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the BlendFunc enumeration with a convenience integer value.
2016-11-14 10:10:19 +01:00
Michael Braunstingl
187e9944fd
Added the BlendFunc enums in RenderState and updated the GLRenderer
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accordingly.
2016-11-13 22:44:16 +01:00
TehLeo
7ed61854df
Update Caps.java
2016-11-12 18:52:36 +01:00
TehLeo
85f1e6ab46
Update GLRenderer.java
2016-11-12 18:51:14 +01:00
TehLeo
7693e785c2
Update Image.java
2016-11-12 18:50:05 +01:00
TehLeo
d90ee201da
Update GLImageFormats.java
2016-11-12 18:48:13 +01:00
TehLeo
af11f870f1
Update GL3.java
2016-11-12 18:47:09 +01:00
Nehon
78fa00bedf
Changed the minimum value of a float when converting it to half float. It was 5.96046E-8f and it's now 3.054738E-5f. This values seems to be the lowest one before 0 when converting back half to float.
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This issue has been revealed in this post https://hub.jmonkeyengine.org/t/pbr-nan-to-half-conversion-errors/37219
The bad minimum was causing erratic data being wrote to the texture when the value was very close to 0, and causing the glitches and even crashes when color values were given as Float.Infinity or Float.NaN.
2016-11-04 20:08:44 +01:00
Nehon
bc86161831
fixed some javadoc in AbstractShadowRenderer
2016-11-04 16:59:07 +01:00
Nehon
17a853e3a8
Fixed post shadow filter for glsl1.5
2016-11-02 09:58:24 +01:00
Nehon
584b822eb7
Defaulted the render back faces shadows in the AbstractShadowRenderer to true to keep the same behavior as in 3.0
2016-11-02 09:24:17 +01:00
Nehon
ad6da79ad1
Fixed the link to the paper for convertHalfToFloat
2016-10-30 09:45:23 +01:00
Nehon
81830c4146
ShaderNodes now move all the declared extensions at the top of the generated shader source
2016-10-09 20:12:39 +02:00
Nehon
9cf67b902e
Fixed SpotLight constructor to properly compute the invSpotRange see https://github.com/jMonkeyEngine/jmonkeyengine/issues/563
2016-10-09 10:00:28 +02:00
Rémy Bouquet
be6d2765e3
Added a setLocalTranslation and setLocalScale to the Bone class. Similarly to setLocalRotation it only works when userControl is set to true and fails otherwise.
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Also I changed how the value is set (with a set(...)) because it was assigning the passed parameter to the local instance of the transform.
2016-10-06 09:45:37 +02:00
Nehon
cd70630502
Changed the order of import of the PBR.glsllib in the PBR material as it enables the texture lod extension and this fails on some GPU when it's not at the beginning of the shader.
2016-10-03 23:39:07 +02:00
Nehon
cf6951af34
MikktSpace tangent generator now properly generates the BindPoseTangent buffer when necessary
2016-10-03 23:31:24 +02:00
Sebastian Weiß
2e58f2774c
#503 fixed
2016-09-28 08:19:04 +02:00