shadowislord
50f0eca3e6
Skeletal Animation: remove shared mesh support
...
- shared meshes in J3O / OgreXML are automatically de-shared on import, so this functionality is no longer used in the engine
10 years ago
shadowislord
5760a48eea
Skeletal Animation: remove deprecated SkeletonControl ctor
...
- it is not useful, because targets / materials are gathered on every update() call
10 years ago
shadowislord
c5359c7359
Animation Track interface: add getKeyFrameTimes() method
10 years ago
shadowislord
d281920e60
GLSL Lighting Lib: fix flickering on directional lights in sRGB mode
10 years ago
shadowislord
9d715cdd2b
Lighting GLSL library: use inverse square falloff for lighting in sRGB mode
...
- It is a slightly modified equation that actually terminates the light's influence at the light radius
10 years ago
shadowislord
4e7d7fd2f1
GLRenderer: inject SRGB define if texture linearization is enabled
10 years ago
shadowislord
8b300f5109
jME3 tools: delete triangle stripper
10 years ago
Bebul
ed369135fa
fix renderShadow optimization to work on multiple scenes attached to viewPort properly
10 years ago
Nehon
21179dc132
Changed standard lighting to blinn phong instead of phong only
10 years ago
shadowislord
6c770d524d
Application: add waitFor flag to start()
...
Allows user to wait for app to initialize first before doing other actions
10 years ago
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The inherited viewport state could be outdated or incorrect, this makes sure it matches exactly
10 years ago
shadowislord
ec2f47225c
RenderContext: remove obsolete state from GL1 renderer
10 years ago
shadowislord
9651d6d822
GL interface: add support for PBO, FB readback, and fences (ARB sync)
10 years ago
shadowislord
fb7708af24
GLRenderer: Fix modifyTexture(). Clarify documentation.
10 years ago
Nehon
9500b43aa9
some clean up in the ShaderGenerator
10 years ago
Nehon
53a40c887e
Fixed shader error output. the shader source code was appended twice in the log.
10 years ago
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.
10 years ago
Nehon
a04a304954
Fixed an error where matching swizzle were reported as wrong when using swizzle of type vec3 v3 = v2.xxy
10 years ago
Nehon
3acd6b2f33
Fixed the error message when types/swizzles in a variable mapping do not match
10 years ago
shadowislord
629c007cd4
DDSLoader: fix loading 16-bit images (as exported by PVRTexTool)
10 years ago
shadowislord
809092c236
Allow application to be a resizable window.
...
Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
10 years ago
shadowislord
1fc730c78a
Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus
10 years ago
shadowislord
8ae04fd1fb
PlaceholderAssets: when assets fail to load, try to make the error appear visually
10 years ago
Nehon
0ebb3acb16
Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x'
10 years ago
shadowislord
4b079ea480
DesktopAssetManager: remove weird logging in loadTexture
10 years ago
shadowislord
253c3ac80d
JmeSystem: print build info on initialization
10 years ago
shadowislord
eda5e983da
context/renderer: let renderer print out graphics hardware info
10 years ago
shadowislord
bbbfdb851a
GLRenderer: log texture formats as Level.FINE
10 years ago
Nehon
963c3d7e61
Fixed some typo in some comments in Material.java
10 years ago
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
10 years ago
shadowislord
507b89fc46
Do not track JmeVersion as it is autogenerated
10 years ago
shadowislord
6f8fb84586
Update JmeVersion via build script
10 years ago
shadowislord
3cc0feced0
Put git hash and build date in JmeVersion class
10 years ago
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.
10 years ago
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
10 years ago
shadowislord
6350ac3aad
GLRenderer: remove obsolete code, minor optimization
10 years ago
shadowislord
b3759d7147
GL tracer: When printing enum, use GL_ONE instead of GL_TRUE
10 years ago
Bebul
4569154d9f
RenderShadow relict code clean up, no more static ShadowUtils.rootScene
10 years ago
shadowislord
d4e85382db
Remove fixed pipeline technique from lighting shader
10 years ago
shadowislord
16e3e00507
Renderer Changes
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* 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
10 years ago
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
10 years ago
shadowislord
c212fab37a
Deprecate TechniqueDef.isUsingShaders(). Do not use it anywhere in the engine.
10 years ago
shadowislord
a7517c17c0
Deprecate TechniqueDef.isUsingShaders(). Do not use it anywhere in the engine.
10 years ago
shadowislord
4db0acaca9
Image: Deprecate efficient data
10 years ago
shadowislord
8c2e9f687d
Sky material: Don't render sky twice; cull back faces. Also disable useless depth writing.
10 years ago
shadowislord
663225c71f
SkyFactory: Remove duplicate code, remove use of Image.getEfficientData()
10 years ago
shadowislord
43fcd01114
Remove useless check against material technique name being called 'FixedFunc'
10 years ago
shadowislord
30efc7ce86
ScreenshotAppState to use old FB read-back
...
Also, set compression quality for JPG to 95% (same as on Android)
10 years ago
shadowislord
4668892c85
Add more constants to GL / GLFbo interfaces so they can be decoded by GLTracer
10 years ago
shadowislord
1e8b5ef338
Avoid glTexParameter calls if not neccessary by storing last texture state in the Image object
10 years ago