pspeed42
70c10aac3a
Added the base abstract app state class that was
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originally from Lemur. This provides more convenient
enabled-state management than the normal AbstractAppState
class. In addition, it exposes convenience methods for
getting to other app states, the application instance,
etc..
10 years ago
Nehon
ead8393600
Made GeometryGroupNode.getGeometryStartIndex public
10 years ago
pspeed42
5a482e2b98
Added another Photoshop tyle blend mode: Exclusion
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Performs a sort of color XOR with source and destination.
Very useful for UI highlighting but is a bizarre (and
potentially useful) effect in 3D.
10 years ago
shadowislord
cc9b22de4c
Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error.
10 years ago
shadowislord
2b83b65f69
Change the compare function error in ListSort to be more user friendly and indicate the likely cause of the error.
10 years ago
shadowislord
73fc9bc1fd
Revert 04f8956
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The inconsistent compare function errors are due to user error, not engine error.
10 years ago
shadowislord
1d29bc3197
Make sure to throw exception if trying to use instancing but its not supported
10 years ago
Nehon
04f8956992
Revert back to merge sort for geometry sorting.
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Some issues have been reported, and are difficult to track as they happen randomly.
10 years ago
Nehon
d17bdb6485
BatchNode and GeometryBatchFactory now can handle normalized buffers.
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Also added a check in BatchNode that was present in GeometryBatchFactory
10 years ago
Hannes Nevalainen
3d6656463e
Move update logic into DefineList.
10 years ago
Nehon
124b5e51da
Fix an issue in the ShaderGenerator where it was unable to find the main function in a shader source when there were additional spaces.
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Also made the error more explicit when the matching fail.
10 years ago
Nehon
d33853d393
MaterialDebugAppState now properly applies renderStates
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Added a set method in RenderState
10 years ago
Rena4ka
f28c31d851
Fix and extend FBX file loader
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Fix using AssetManager.loadModel() with fbx file causing to throw
AssetLoadException.
Implemented loading of new file format .fba - .fbx file with animation
mapping.
10 years ago
Hannes Nevalainen
b74e501fac
fromIntARG and fromIntRGBA now returns self.
10 years ago
tort32
e5002c1428
Implemented FBX file loader
10 years ago
Nehon
b7433b99f7
Fixed issue in SkeletonControl applySkinningTangents where weight data index was not converted to unsigned byte.
10 years ago
pspeed42
2d549ea833
Modified to keep its projectionMatrixOverride around
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to avoid garbage creation in setClipPlane().
10 years ago
pspeed42
ed443bcfa2
Modified Camera.setClipPlane() to avoid garbage
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creation using tempvars. Only a new matrix is
created now and I think I can get rid of that, too.
10 years ago
pspeed42
e0ee685466
Added a second vect4f to tempvars so renamed the
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first one to follow other conventions. Seems like
Material is the only thing using it (and I think it
could get away with a vec3 really but no harm done).
10 years ago
pspeed42
079c4c6482
Only allocate the array list when there are results.
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A small thing... but significant in some use-cases.
10 years ago
pspeed42
c98a348fd2
Was a little overzealous in my Float conversion and
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converted some stuff that only needs to be float.
Undid that.
10 years ago
pspeed42
3cf0e35a17
Added a setFloat() that takes a Float to avoid
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auto-boxing in the case where a Float is already
at hand.
10 years ago
pspeed42
c0465b73a8
Added a newFrame() method to UniformBindingManager
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to signal the beginning of a frame. Currently this
just grabs the time and tpf values once so as to avoid
per-material Float allocation and time drift within a
frame.
RenderManager now calls this at the beginning of the
root-level render() method.
10 years ago
pspeed42
852ae28605
Removed the redundant camera.update() calls.
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Switched many of the lists to SafeArrayList to avoid
per frame iterator allocations.
10 years ago
pspeed42
5d6d2b9bd7
Commented out the onFrameChange() in update() because
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its redundant.
Modified setGuiBounding to call the new setCenter(x,y,z)
method instead of allocating a Vector3f each time. (This
method is called any time someone sneezes.)
Fixed a missing line feed in a javadoc comment.
10 years ago
pspeed42
efd6f0bf66
Avoid per-render iterator allocations by using the
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SafeArrayList.getArray() method.
10 years ago
pspeed42
6625e572f5
Keep the scene and processor lists as SafeArrayList
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for faster/cleaner iteration.
10 years ago
pspeed42
34b4eebb81
Avoid allocation of a temporary float[] array
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and avoid allocation of a needless Vector3f array.
10 years ago
pspeed42
28adc784a9
Allow the center to be set without creating a
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new Vector3f first.
10 years ago
pspeed42
97b8cb7435
Let triangle intersections fall right on the edge
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the diagonal.
10 years ago
abies
a6827ead5a
Revert "Utility methods for getting arbitrary properties for triangles from mesh buffers"
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This reverts commit f80d6474a4
.
11 years ago
abies
f80d6474a4
Utility methods for getting arbitrary properties for triangles from mesh buffers
11 years ago
pspeed42
1b0f6d0f59
Fix for proper collision distance based on
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precedent. "I had one job..."
11 years ago
pspeed42
0633c0c5bc
Fixed an accidental sharing of temp vars vects
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that turned out to matter.
11 years ago
pspeed42
d5e20d53d0
Implemented accurate bounding sphere to triangle
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collision. The old code had an implementation but
it missed tons of cases.
For 100,000 random points, the old way would process
that in about 12+ ms. The new way does it in about
18+ ms... but the old way missed 643 collisions
(180 versus 823).
Plus, with the new way accurate contact normal and
contact point can be provided trivially... so it is.
11 years ago
pspeed42
1ad6a57b32
Added a version of createFloatBuffer that takes
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a ColoRGBA array.
11 years ago
Jan Ivenz
dacaaa5477
Fixed clamp method in ColorRGBA.
11 years ago
pspeed42
216f874175
Added support for instancing at the mesh level.
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(so far only for lwjgl because I'm lazy)
Went ahead and added in divisor support while I was
at it because it doesn't cost anything and there might
be use-cases for it.
Mesh now knows about instances and you can directly
ask it for an instance count. I haven't added support
for proper bounding box calculation but it should
at least be possible now.
11 years ago
pspeed42
cce7b0f6de
More tab eradication.
11 years ago
pspeed42
9b8b730c44
Added a license header.
11 years ago
Paul Speed
1a4f07b36a
Fixing tabs to spaces.
11 years ago
Hannes Nevalainen
9027b748eb
Update javadoc for screen blend mode.
11 years ago
Hannes Nevalainen
ccb946e65d
Add Screen blend mode.
11 years ago
Christian Gärtner
33c9e6041b
[Bounding] Minor JavaDoc fix
11 years ago
Nehon
7356b727c3
Instancing now works with Lighting material, and shadows are supported with instanced geometries
11 years ago
Nehon
a11bfa5e63
Fixed a bug where grouped geom were rendered in shadow pre-pass because they were still in the shadow cast queue
11 years ago
shadowislord
fa41da59a4
* Fix outstanding cloning related issues in InstancedNode
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* Throw exception if the geometry's material does not support instancing
* Test the cloning function in TestInstanceNode
11 years ago
shadowislord
6ddc68278b
* Make sure InstancedGeometry is non-batchable spatial
11 years ago
shadowislord
4ae99f9d5d
* Fix incorrect reset of Geometry members after cloning
11 years ago
shadowislord
4fdce777b5
* Fix ParticleEmitter.control reference which became incorrect after cloning
11 years ago