They are populated only if hardware skinning is used with the model.
BoneIndex and BoneWeight buffers are now always CpuOnly and only used for Software Skinning.
Some enhancement could be done to save memory by not generating the bindPose buffers if hardware skinning is used as it doesn't need them.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10657 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Added check in shader for number of bones
* Fix crash when Skinning.glsllib is imported by shader
* Fix incorrect transform of tangent vector in shader
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10552 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Looks like Poly offset behave defferently between ATI and NVIDIA i added a bit of offset to avoid shadow acne for NVIDIA
- Added a flag needCompareModeUpdate in the Texture class to avoid setting it on every frame in the renderer. I changed Lwjgl and Jogl renderer accordingly.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10043 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Basic and PSSM shadow renderer are now deprecated
- There is now one processor and its filter conterpart for each light type
- created an abstract shadow processor that hold the common shadowing code. It's totally independent of the shadow technique used.
- extracted the CompareMode and FilterMode enum to their own files.
- renamed FilterMode enum to EdgeFilteringMode
- refactored the shader code, to avoid duplicate code. all shadow related code is now gathered into Shadows.glsllib and Shadows15.glsllib.
- added spot light Shadows
- removed the ShadowCamera class as it was not used.
- removed "pssm" in the naming of classes, shader and shader libs since it's not relevant anymore
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9971 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Made a PointlLightShadowRenderer and a PointLightShadowFilter.
- This will need a lot of refactoring as a lot of code is duplicated with the PSSMShadowRenderer
- Also i plan to change the Shadow map rendering to a cubemap instead of 6 separate textures.
Added a cornell box model and a test case
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9942 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
joysticks that properly report their name. It's
a simple system using properties files on the
classpath. A core file has been added with at
least one known remapping.
Buttons and axes can be renamed but they can't
yet be flipped. If needed that can be added
later.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9774 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- removed the const keyword for the poisson disk array declaration in the shader (attempt to fix the shader on mac)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9754 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- re introduced the alphaDiscardThreshold as explained in prvious commit. It's not binded to the AlphaTestFallOff fixedfunc binding
- Added a small poly offset to post shadow technique, this greatly help in fixing shadow acne.
- Added Poisson disc sampling PCF Filtering for shadows
- Properly passed the shadow map size as a define in the shaders and remove the hardcoded value
- Pssm15 don't use the textureSize function anymore and use the same shadow map size define ( this increased performance quite a bit)
- Optimized the shaders code a bit
- Better PSSM test
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9750 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
^ Make sure to fix your materials by removing the 'FixedFunc' name from your fixed pipeline techniques! Or remove then entirely if the material doesn't support OpenGL1 ...
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9546 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* DesktopAssetManager now works as before (flipY and generate mips options are enabled)
* Fix crash in TestSimpleWater
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9322 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This allow to have shadows that fully works with partially transparent objects (like trees).
If a material does not have the postShadow technique, the renderer uses the fallback material (like before).
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9279 75d07b2b-3a1a-0410-a2c5-0572b91ccdca