Nehon
12004217d1
Ao map now only attenuates indirect lighting in PBR shader
2018-01-04 16:53:48 +01:00
Stephen Gold
edba4b9844
test override of ColorRGBA mat param with a Vector4f or Quaternion value
2017-12-27 20:51:40 +01:00
Stephen Gold
247d5d9324
package protect the MovingAverage class instead of deprecating it
2017-12-17 15:17:10 +01:00
Stephen Gold
f27f568556
remove deprecated shadow renderers from 3 physics tests
2017-12-17 15:17:10 +01:00
Stephen Gold
99f4f20c75
remove deprecated BasicShadowRenderer from TestFancyCar
2017-12-17 15:17:10 +01:00
Stephen Gold
990791b21c
remove setFlushQueues(), which is deprecated and has no effect
2017-12-17 15:17:10 +01:00
Stephen Gold
d3f0c2002a
in examples, replace deprecated methods and classes
2017-12-17 15:17:10 +01:00
Stephen Gold
e536699d9e
remove 3 examples whose purpose was to test deprecated classes
2017-12-17 15:17:10 +01:00
Nehon
a59b9e6a94
glTF: Skip tracks that belong to a different skin
2017-12-10 10:42:24 +01:00
Nehon
5dbbaf0f06
glTF: Fixes additional issues with bones transforms
2017-12-09 16:35:37 +01:00
Nehon
e4b6bf82a2
Better PBR env map generation
2017-11-05 23:52:22 +01:00
Nehon
c00407da33
PBR : Removed specularColor contribution from direct lighting specular.
2017-09-18 23:00:57 +02:00
Nehon
e6a55e9d3a
Dropped the use of the irradiance Map for LightProbes, only the spherical harmonics coeffs are stored and used to recompose indirect diffuse color in the shader.
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Also added a tweak to get the specular dominant direction when sampling the prefiltered env maps. It gives better result on low roughness materials.
2017-09-18 11:14:45 +02:00
Nehon
0da2bfe0ba
Changed how roughness is stored into prefiltered env map mipmaps for a more consistent method.
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Bumped the default size of the LightProbe maps to 256
Change he integrateBRDF approximation method
2017-09-18 11:14:45 +02:00
Stephen Gold
d1bd48528c
test and fix for issue #651 (inverted rotation in Sky.vert)
2017-09-16 11:42:51 -07:00
Nehon
63faeeae87
Some code cleanup
2017-08-31 21:39:54 +02:00
Nehon
ea6c406979
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
2017-08-31 21:39:54 +02:00
Nehon
3bbfabed5e
Gltf: added support for PBR colored material
2017-08-31 21:39:54 +02:00
Nehon
7951f5a987
Gltf loader can load mesh data and scene structure.
2017-08-31 21:39:54 +02:00
empirephoenix
b56c9c79fc
Merge pull request #679 from stephengold/master
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testcases and fix for issue #357
2017-07-13 12:44:45 +02:00
Nehon
debd62ee87
Display generated source in the ShaderNode test
2017-07-08 14:06:56 +02:00
Stephen Gold
8530b60294
testcases and fix for issue #357
2017-07-06 22:01:57 -07:00
Nehon
29875e6085
Fixed InstanceGeomerty not working properly when using the lighting material and a non DirectionalLight
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see https://hub.jmonkeyengine.org/t/instancednode-doesnt-work-with-light/38316/5
2017-04-12 20:33:28 +02:00
Stephen Gold
b2aa1ff9f1
fix SkeletonControl.getAttachmentNode() for odd models (such as Jaime)
2017-04-05 18:28:43 -07:00
Stephen Gold
259f599d1d
add PointSize to Unshaded matdef, test with SkeletonDebugger
2017-03-23 13:33:08 -07:00
Rémy Bouquet
df765322dc
Fixed warnings in Terrain shader.
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Fixed the use of the first diffuse map
Fixed the camera positioning in the TestSpotLightTerrain
2017-02-26 09:25:23 +01:00
Nehon
dc40faaff8
Moved DetailedProfiler to a more appropriate package
2017-02-12 15:54:40 +01:00
Nehon
12fe7ba035
Added a DetailedProfiler and its associated AppState for detailed time profiling
2017-02-05 17:57:28 +01:00
Nehon
390d35180b
Soft particles now has only one shader and one technique to work with any glsl version
2017-01-24 20:06:12 +01:00
Nehon
f7181c38dc
Removed all xxx15.frag shaders and used GLSLCompat to have the same shader whatever version it's used for
2017-01-22 14:08:22 +01:00
Nehon
d537a1c22e
Added a GLSL150 to most of the shaders used in the engine (except deprecated ones).
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All shaders now import the GLSLCompat.glsllib
2017-01-15 19:02:10 +01:00
SkidRunner
0384fe5477
jayfella commented 6 hours ago
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I would appreciate removing the presumed resolution and to display the
settings page by default before merging.
2017-01-04 12:34:02 -06:00
SkidRunner
5374c66636
Removed tempvars from update.
2017-01-03 21:39:47 -06:00
SkidRunner
1df2435fbd
New Physics based jme3 example game.
2017-01-03 13:57:13 -06:00
Ev1lbl0w
9455f51c93
Update TestColoredTexture.java
2016-12-11 20:55:45 +00:00
Ev1lbl0w
df240b6837
Update TestSceneWater.java
2016-12-11 20:55:12 +00:00
Ev1lbl0w
9bd3256c78
Update TerrainGridTest.java
2016-12-11 20:54:36 +00:00
Ev1lbl0w
70bccb1048
Update TerrainGridAlphaMapTest.java
2016-12-11 20:54:04 +00:00
Ev1lbl0w
990e6dd593
Update TestOnlineJar.java
2016-12-11 20:39:45 +00:00
Ev1lbl0w
1cf65d0d21
Update TestUrlLoading.java
2016-12-11 20:37:30 +00:00
Ev1lbl0w
5ed3292678
Update TestSceneLoading.java
2016-12-11 20:36:36 +00:00
Paul Speed
157af24419
Added a test for cloning BitmapText.
2016-12-04 04:27:11 -05:00
Kirill Vainer
356b3d6726
build: fix gradle 3.2.1 deprecations
2016-11-24 15:41:46 -05:00
Nehon
3205b8be35
Added an option to display the generated maps on screen in the TestPBRLighting
2016-11-04 20:04:22 +01:00
Rémy Bouquet
85c119c132
Changed the way IBL is switched on and off in the PBR shader and in the technique def logic because the old way was causing some issues on mac... for some unknown reason.
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Now it's toggled on and off with a define, but there might still be some issues on mac when there are several lighting passes.
2016-08-14 10:57:42 +02:00
Rémy Bouquet
68c082c13d
fixed transparent shadows on mac.
2016-08-12 18:25:09 +02:00
Nehon
e89e0e7c12
Added a way to approximate the normals for the SSAO filter instead of rendering an additional geometry pass.
2016-08-06 15:16:29 +02:00
Kirill Vainer
4f41a28a8c
Merge pull request #527 from shamanDevel/OpenCL2
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OpenCL for jME3 - some missing features
2016-07-23 11:36:15 -04:00
Nehon
16023fa481
PBR has come
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Merge branch 'PBRisComing'
# Conflicts:
# jme3-core/src/main/java/com/jme3/material/Material.java
# jme3-core/src/plugins/java/com/jme3/material/plugins/J3MLoader.java
2016-07-07 20:36:31 +02:00
shamanDevel
a8d77a7cd1
OpenCLObject.register() now returns this.
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This allows to chain the register method like kernel=program.createKernel("ScaleKernel").register(); or testBuffer=clContext.createBuffer(1024).register();
2016-06-19 18:30:31 +02:00