shadowislord
|
331e71f261
|
SinglePass Lighting: fix colorramp feature
|
10 years ago |
shadowislord
|
4c69cc00a6
|
SP / MP Lighting: render ambient color if no lights or only ambient lights
- Prevents "invisible model" bug if there are no lights
|
10 years ago |
shadowislord
|
32e56351df
|
Material.preload(): fix incorrect param names being uploaded (w/o prefix)
- This would cause garbage uniforms to be allocated when testing for HW skinning
|
10 years ago |
shadowislord
|
3a19a2bb12
|
Shader: make sure uniform name starts with either m_ or g_
|
10 years ago |
shadowislord
|
fd0832af98
|
SinglePass Lighting: fix light color not being used for specular highlight
|
10 years ago |
shadowislord
|
957801ea12
|
SinglePass Lighting: Comment out color ramp - doesn't seem to work
|
10 years ago |
shadowislord
|
550255b1d5
|
HttpZipLocator: fix unsupported exception on HTTPS URLs
|
10 years ago |
shadowislord
|
02322d04cc
|
J3MLoader: fix negative signs ("-") inside mat params
- Also move the "-LINEAR" directive to be associated with the parameter declaration instead of parameter default value
|
10 years ago |
Bebul
|
75a801f0f7
|
CollideWith optimization with CollisionResult allocation avoided
|
10 years ago |
michael
|
1ad8ff154c
|
Fixed uploading of all shader stages
|
10 years ago |
michael
|
46a48f466d
|
Added loaders to ShaderCheck
|
10 years ago |
michael
|
1949a7d831
|
Added GL4 Interface,
Added GL_*_SHADER constants
Added Caps to the Renderer
Added required converters
|
10 years ago |
michael
|
0d3292c83a
|
Refactoring of the shader system to allow addition of new shaderstages
|
10 years ago |
michael
|
ab4d665b3e
|
Fixed typo
|
10 years ago |
michael
|
3ced941c53
|
Added geom,tsctrl and tseval to the GLSLLoader
|
10 years ago |
michael
|
a1146f7676
|
Added TesselationEvaluation and TesselationControl enums
|
10 years ago |
michael
|
0c35b20412
|
Added Patch as MeshMode
Added private variable patchVertexCount
|
10 years ago |
michael
|
e45d5c093d
|
*Added Caps:
GL3.3
GL4.0
GLSL400
TesselationShader
|
10 years ago |
shadowislord
|
14ff6e4f29
|
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
|
10 years ago |
shadowislord
|
270f4957ef
|
SinglePass Lighting: fix GLSL syntax error when parallax mapping is used
|
10 years ago |
shadowislord
|
d6a4ba41b4
|
Image: request mipmaps to be re-generated if image data is modified
- fixes ImageRaster modification not updating mipmaps bug
|
10 years ago |
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 |