shadowislord
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fd0832af98
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SinglePass Lighting: fix light color not being used for specular highlight
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10 years ago |
shadowislord
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957801ea12
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SinglePass Lighting: Comment out color ramp - doesn't seem to work
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10 years ago |
shadowislord
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550255b1d5
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HttpZipLocator: fix unsupported exception on HTTPS URLs
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10 years ago |
shadowislord
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02322d04cc
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J3MLoader: fix negative signs ("-") inside mat params
- Also move the "-LINEAR" directive to be associated with the parameter declaration instead of parameter default value
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10 years ago |
Bebul
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75a801f0f7
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CollideWith optimization with CollisionResult allocation avoided
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10 years ago |
michael
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1ad8ff154c
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Fixed uploading of all shader stages
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10 years ago |
michael
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46a48f466d
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Added loaders to ShaderCheck
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10 years ago |
michael
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1949a7d831
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Added GL4 Interface,
Added GL_*_SHADER constants
Added Caps to the Renderer
Added required converters
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10 years ago |
michael
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0d3292c83a
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Refactoring of the shader system to allow addition of new shaderstages
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10 years ago |
michael
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ab4d665b3e
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Fixed typo
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10 years ago |
michael
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3ced941c53
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Added geom,tsctrl and tseval to the GLSLLoader
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10 years ago |
michael
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a1146f7676
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Added TesselationEvaluation and TesselationControl enums
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10 years ago |
michael
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0c35b20412
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Added Patch as MeshMode
Added private variable patchVertexCount
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10 years ago |
michael
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e45d5c093d
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*Added Caps:
GL3.3
GL4.0
GLSL400
TesselationShader
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10 years ago |
shadowislord
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14ff6e4f29
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SinglePass Lighting: support two sided lighting
- also added test case with both regular per pixel lighting and bump mapping
- NOTE: two sided lighting is not supported with vertex lighting
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10 years ago |
shadowislord
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270f4957ef
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SinglePass Lighting: fix GLSL syntax error when parallax mapping is used
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10 years ago |
shadowislord
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d6a4ba41b4
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Image: request mipmaps to be re-generated if image data is modified
- fixes ImageRaster modification not updating mipmaps bug
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10 years ago |
shadowislord
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50f0eca3e6
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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
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10 years ago |
shadowislord
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5760a48eea
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Skeletal Animation: remove deprecated SkeletonControl ctor
- it is not useful, because targets / materials are gathered on every update() call
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10 years ago |
shadowislord
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c5359c7359
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Animation Track interface: add getKeyFrameTimes() method
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10 years ago |
shadowislord
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d281920e60
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GLSL Lighting Lib: fix flickering on directional lights in sRGB mode
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10 years ago |
shadowislord
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9d715cdd2b
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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
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10 years ago |
shadowislord
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4e7d7fd2f1
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GLRenderer: inject SRGB define if texture linearization is enabled
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10 years ago |
shadowislord
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8b300f5109
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jME3 tools: delete triangle stripper
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10 years ago |
Bebul
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ed369135fa
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fix renderShadow optimization to work on multiple scenes attached to viewPort properly
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10 years ago |
Nehon
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21179dc132
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Changed standard lighting to blinn phong instead of phong only
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10 years ago |
shadowislord
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6c770d524d
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Application: add waitFor flag to start()
Allows user to wait for app to initialize first before doing other actions
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10 years ago |
shadowislord
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d9cc9003ba
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GLRenderer: update viewport even if FBO ID already set
The inherited viewport state could be outdated or incorrect, this makes sure it matches exactly
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10 years ago |
shadowislord
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ec2f47225c
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RenderContext: remove obsolete state from GL1 renderer
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10 years ago |
shadowislord
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9651d6d822
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GL interface: add support for PBO, FB readback, and fences (ARB sync)
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10 years ago |
shadowislord
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fb7708af24
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GLRenderer: Fix modifyTexture(). Clarify documentation.
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10 years ago |
Nehon
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9500b43aa9
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some clean up in the ShaderGenerator
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10 years ago |
Nehon
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53a40c887e
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Fixed shader error output. the shader source code was appended twice in the log.
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10 years ago |
Nehon
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5b6b33c8f5
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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.
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10 years ago |
Nehon
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a04a304954
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Fixed an error where matching swizzle were reported as wrong when using swizzle of type vec3 v3 = v2.xxy
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10 years ago |
Nehon
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3acd6b2f33
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Fixed the error message when types/swizzles in a variable mapping do not match
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10 years ago |
shadowislord
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629c007cd4
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DDSLoader: fix loading 16-bit images (as exported by PVRTexTool)
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10 years ago |
shadowislord
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809092c236
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Allow application to be a resizable window.
Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
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10 years ago |
shadowislord
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1fc730c78a
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Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus
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10 years ago |
shadowislord
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8ae04fd1fb
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PlaceholderAssets: when assets fail to load, try to make the error appear visually
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10 years ago |
Nehon
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0ebb3acb16
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Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x'
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10 years ago |
shadowislord
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4b079ea480
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DesktopAssetManager: remove weird logging in loadTexture
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10 years ago |
shadowislord
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253c3ac80d
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JmeSystem: print build info on initialization
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10 years ago |
shadowislord
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eda5e983da
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context/renderer: let renderer print out graphics hardware info
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10 years ago |
shadowislord
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bbbfdb851a
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GLRenderer: log texture formats as Level.FINE
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10 years ago |
Nehon
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963c3d7e61
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Fixed some typo in some comments in Material.java
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10 years ago |
Nehon
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4cb007f3b3
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Fixed issue exposed in this thread http://hub.jmonkeyengine.org/t/found-bug-in-jme-xmlexporter-vector3f-zero-abuse/31430
Thanks to AXELTOPOLINO
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10 years ago |
shadowislord
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507b89fc46
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Do not track JmeVersion as it is autogenerated
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10 years ago |
shadowislord
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6f8fb84586
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Update JmeVersion via build script
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10 years ago |
shadowislord
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35737e1614
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Add branch name to JmeVersion class
|
10 years ago |