shadowislord
a7765cfb63
com.jme3.asset.plugins: javadoc additions
2015-02-28 16:39:12 -05:00
shadowislord
c6317cc531
com.jme3.asset.cache: javadoc fixes
2015-02-28 16:38:11 -05:00
shadowislord
938dc3640b
AnimControl: fix javadoc
2015-02-28 16:37:26 -05:00
shadowislord
90925e3968
AssetManager: javadoc, cleanup, new method
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* Move *cache* methods up into the AssetManager interface from DesktopAssetManager
* Fix various incorrect javadoc
* Add new method to load an asset from an InputStream
* Restructure DesktopAssetManager.loadAsset() to make it less monolithic
2015-02-28 16:34:55 -05:00
Kirill Vainer
f7624be761
Merge pull request #217 from nhansen1/master
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Fix for incorrect viewport sizes
2015-02-27 22:33:08 -05:00
Nehon
56aabe3fac
Fixed a NPE in MaterialDebugAppState when a Pass was declared in a filter but not instantiated.
2015-02-27 18:38:44 +01:00
Rémy Bouquet
45c3776395
Fixed warnings due to missing @Override or missing @params in javadoc. In BasicProfilerState and BaseAppState
2015-02-27 08:32:40 +01:00
Rémy Bouquet
74e4b9823a
Changed enable() and disable() methods in BaseAppState in onEnable() and onDisable()
2015-02-27 08:29:43 +01:00
Nicholas Hansen
6bb5fcfb04
Fix for incorrect viewport sizes
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Fixed an issue where viewport sizes could be a pixel smaller in either
dimension in certain situations. This caused gaps to appear between
adjacent viewports at certain resolutions.
Forum Reference:
http://hub.jmonkeyengine.org/t/fix-for-rounding-errors-in-viewport-dimensions/31751
2015-02-27 12:25:04 +10:00
Kirill Vainer
f0998d14d0
GLRenderer: support limited NPOT on iOS
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See this:
https://www.khronos.org/registry/gles/extensions/APPLE/APPLE_texture_2D_limited_npot.txt
Note that NPOT is still not available on cubemaps or 3D textures, however this is fairly uncommon.
2015-02-25 10:45:39 -05:00
shadowislord
331e71f261
SinglePass Lighting: fix colorramp feature
2015-02-24 23:09:38 -05:00
shadowislord
4c69cc00a6
SP / MP Lighting: render ambient color if no lights or only ambient lights
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- Prevents "invisible model" bug if there are no lights
2015-02-24 21:53:55 -05:00
shadowislord
32e56351df
Material.preload(): fix incorrect param names being uploaded (w/o prefix)
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- This would cause garbage uniforms to be allocated when testing for HW skinning
2015-02-24 21:52:42 -05:00
shadowislord
3a19a2bb12
Shader: make sure uniform name starts with either m_ or g_
2015-02-24 21:52:00 -05:00
shadowislord
fd0832af98
SinglePass Lighting: fix light color not being used for specular highlight
2015-02-24 21:50:45 -05:00
shadowislord
957801ea12
SinglePass Lighting: Comment out color ramp - doesn't seem to work
2015-02-24 21:50:03 -05:00
shadowislord
550255b1d5
HttpZipLocator: fix unsupported exception on HTTPS URLs
2015-02-24 21:49:06 -05:00
shadowislord
02322d04cc
J3MLoader: fix negative signs ("-") inside mat params
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- Also move the "-LINEAR" directive to be associated with the parameter declaration instead of parameter default value
2015-02-24 20:36:24 -05:00
Kirill Vainer
5508dc05f5
Merge pull request #196 from Bebul/collideWithOptimization
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Collide with optimization
2015-02-24 13:21:40 -05:00
Bebul
75a801f0f7
CollideWith optimization with CollisionResult allocation avoided
2015-02-24 18:02:29 +01:00
Rémy Bouquet
6fdf0dffd3
Merge pull request #211 from Bebul/optimizeRenderShadow
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Optimize RenderShadow to use scene hierarchy for culling
2015-02-23 21:52:59 +01:00
shadowislord
14ff6e4f29
SinglePass Lighting: support two sided lighting
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- also added test case with both regular per pixel lighting and bump mapping
- NOTE: two sided lighting is not supported with vertex lighting
2015-02-22 15:47:56 -05:00
shadowislord
270f4957ef
SinglePass Lighting: fix GLSL syntax error when parallax mapping is used
2015-02-22 15:45:23 -05:00
shadowislord
d6a4ba41b4
Image: request mipmaps to be re-generated if image data is modified
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- fixes ImageRaster modification not updating mipmaps bug
2015-02-22 15:43:54 -05:00
shadowislord
50f0eca3e6
Skeletal Animation: remove shared mesh support
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- shared meshes in J3O / OgreXML are automatically de-shared on import, so this functionality is no longer used in the engine
2015-02-22 15:42:48 -05:00
shadowislord
5760a48eea
Skeletal Animation: remove deprecated SkeletonControl ctor
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- it is not useful, because targets / materials are gathered on every update() call
2015-02-22 15:41:10 -05:00
shadowislord
c5359c7359
Animation Track interface: add getKeyFrameTimes() method
2015-02-22 12:49:31 -05:00
shadowislord
d281920e60
GLSL Lighting Lib: fix flickering on directional lights in sRGB mode
2015-02-22 12:47:55 -05:00
shadowislord
9d715cdd2b
Lighting GLSL library: use inverse square falloff for lighting in sRGB mode
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- It is a slightly modified equation that actually terminates the light's influence at the light radius
2015-02-21 22:50:29 -05:00
shadowislord
4e7d7fd2f1
GLRenderer: inject SRGB define if texture linearization is enabled
2015-02-21 15:52:42 -05:00
shadowislord
8b300f5109
jME3 tools: delete triangle stripper
2015-02-21 15:43:26 -05:00
Bebul
ed369135fa
fix renderShadow optimization to work on multiple scenes attached to viewPort properly
2015-02-20 11:58:49 +01:00
Nehon
21179dc132
Changed standard lighting to blinn phong instead of phong only
2015-02-18 20:39:45 +01:00
shadowislord
6c770d524d
Application: add waitFor flag to start()
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Allows user to wait for app to initialize first before doing other actions
2015-02-15 16:47:11 -05:00
shadowislord
d9cc9003ba
GLRenderer: update viewport even if FBO ID already set
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The inherited viewport state could be outdated or incorrect, this makes sure it matches exactly
2015-02-15 16:45:07 -05:00
shadowislord
ec2f47225c
RenderContext: remove obsolete state from GL1 renderer
2015-02-15 16:44:10 -05:00
shadowislord
9651d6d822
GL interface: add support for PBO, FB readback, and fences (ARB sync)
2015-02-15 16:42:42 -05:00
shadowislord
fb7708af24
GLRenderer: Fix modifyTexture(). Clarify documentation.
2015-02-15 16:38:23 -05:00
Nehon
9500b43aa9
some clean up in the ShaderGenerator
2015-02-13 10:43:01 +01:00
Nehon
53a40c887e
Fixed shader error output. the shader source code was appended twice in the log.
2015-02-12 22:43:03 +01:00
Nehon
5b6b33c8f5
The shader generator now supports swizzle on the left variable of a mapping :
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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.
2015-02-12 22:32:59 +01:00
Nehon
a04a304954
Fixed an error where matching swizzle were reported as wrong when using swizzle of type vec3 v3 = v2.xxy
2015-02-12 22:29:44 +01:00
Nehon
3acd6b2f33
Fixed the error message when types/swizzles in a variable mapping do not match
2015-02-12 22:27:51 +01:00
shadowislord
629c007cd4
DDSLoader: fix loading 16-bit images (as exported by PVRTexTool)
2015-02-10 20:16:51 -05:00
shadowislord
809092c236
Allow application to be a resizable window.
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Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
2015-02-10 20:14:36 -05:00
shadowislord
1fc730c78a
Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus
2015-02-10 20:12:38 -05:00
shadowislord
8ae04fd1fb
PlaceholderAssets: when assets fail to load, try to make the error appear visually
2015-02-10 20:10:43 -05:00
Nehon
0ebb3acb16
Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x'
2015-02-10 22:41:23 +01:00
shadowislord
4b079ea480
DesktopAssetManager: remove weird logging in loadTexture
2015-02-09 21:09:22 -05:00
shadowislord
253c3ac80d
JmeSystem: print build info on initialization
2015-02-09 21:07:59 -05:00