theMinka
cd7c60cc59
Fixes handling of blend equations and factors in GLRenderer ( #848 )
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* Stronger separation of BlendMode.Custom from the other blend modes
* Custom blend equations and factors now only gets used on BlendMode.Custom
* Updated some JavaDocs in RenderState class
7 years ago
Christopher
2f683c10bc
Updated deprecation documentation
7 years ago
Nehon
db48b98a2e
Fixes an issue where light probes were used in phong lighting
7 years ago
Nehon
36c1ce713f
Moved the render probe function in PBR.glsllib
7 years ago
Nehon
3aeb7350ae
Fixes an issue with animation speed being wrongly applied
7 years ago
grizeldi
ce79df9370
Fix a typo which made pbr shader fail to compile
7 years ago
Nehon
0cc97f5653
Deletes obsolete TestPBREnv test
7 years ago
Nehon
83aef82d92
Adds support for light porbe blending and Oriented box light probes with corrected parallax
7 years ago
Nehon
824e99c96e
Fixes attachement node when model ignore transforms
7 years ago
Nehon
9df4449f49
Adds animation mask to the animation system
7 years ago
Stephen Gold
06f8a00549
fix JME issue #742 (attachment nodes for ignoreTransform geometries)
7 years ago
Nehon
a463f5515a
Negative speed now plays an animation backwards
7 years ago
Paul Speed
7ded33051c
Modified AnimComposer.setCurrentAction() to return the Action. Makes it easier
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to set the speed and stuff.
7 years ago
Nehon
6b864f2d72
Remobes unused imports
7 years ago
Nehon
f7ccdf486b
Removes the default value for NumberOfTargetsBuffers
7 years ago
Nehon
8f4941f529
Some clean up in PBR j3MD
7 years ago
Nehon
daba9b8bc7
Proper serialisation for morph animation
7 years ago
Nehon
4048f8ba26
Adds a cpu fallback for morph animation when all morph targets cannot be handled on the gpu
7 years ago
Rémy Bouquet
42215f4890
Hardware Morph animation implementation and glTF loading
7 years ago
Rémy Bouquet
d9a8666742
Fixes link to original paper in shadow renderer
7 years ago
Rémy Bouquet
829354d990
Better armature debugger
7 years ago
Nehon
072bdbb6be
Enhanced hardware skinning test
7 years ago
Nehon
2e323eb7cf
fixes some isues with the gltfLoader when there are several skins
7 years ago
Rémy Bouquet
8634509a95
Speed support and some clean up
7 years ago
Rémy Bouquet
79549424f3
Better blending structure
7 years ago
Rémy Bouquet
2fc3bf5cfd
Added a BlendAction that allows to blend animations
7 years ago
Rémy Bouquet
05e907acca
Added the base of the blending system. Smooth transition between anims
7 years ago
Nehon
c769611f9f
Better performance
7 years ago
Nehon
d6b05553b5
Ogre loader now loads animations and armature with the new system
7 years ago
Nehon
02a1fd544a
Better armature joint selection
7 years ago
Nehon
a32c34939a
Display origin of the Armature debugger
7 years ago
Nehon
886f8da2f7
Further Armature debugger enhancements
7 years ago
Nehon
054d54f4b9
Added a way to toggle on/off the non deforming bones in the Armature debugger
7 years ago
Nehon
abe094e74a
Gltf loader now supports the new animation system
7 years ago
Nehon
bbb3cf59b3
New anim system proper serialization
7 years ago
Nehon
728e28857b
Adds a MigrationUtil to migrate from old system to new system
7 years ago
Nehon
e5057ad7fa
Adds support for different joint model transform accumulation strategy
7 years ago
Nehon
ce170b8b53
better Armature debugger
7 years ago
Nehon
b5ad72b0e9
Joint now uses a matrix for transform accumulation
7 years ago
Nehon
c3cb4ef97f
Draft of the new animation system
7 years ago
Nehon
4904d0235e
Adds an ArmatureDebugger
7 years ago
Nehon
75f90fb70c
New Armature system
7 years ago
Nehon
c2b6e8f407
Allows build of 3.2 branch
7 years ago
Paul Speed
5e06457416
Merge branch 'master' of https://github.com/jMonkeyEngine/jmonkeyengine
7 years ago
Paul Speed
0fb5eeddd7
Fixed an NPE in getNumElements() if the data field was null.
7 years ago
Paul Speed
0a6e8741cf
Added ColorRGBA.fromIntABGR() as reciprocal to asIntABGR().
7 years ago
Stephen Gold
531ff4edb1
correct 2 more typographical errors in comments
7 years ago
Paul Speed
81667f8f45
Fixed the DepthOfFieldFilter to properly get the near/far distance from JME
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instead of having it hard-coded. Previous behavior caused focus to go all out
of whack if you ever changed the near/far plane (and even the default hard-coded
value was not the same as JME's default camera setup.)
While I was here, I made the unfocus threshold configurable and added a debug
toggle that will turn the 'unfocus' amount into grayscale color for better visualizing
where unfocusing is happening.
7 years ago
Nehon
b62fbdbf84
Fixes node version of unshaded material
7 years ago
Nehon
514e809326
Better handling of default values for shader nodes input
7 years ago