225 Commits

Author SHA1 Message Date
Nehon
39515c52c7 Relocated the character in TestWalkingChar so that it doesn't fall under the ground 2015-03-18 22:12:59 +01:00
Rémy Bouquet
46c00c95b3 Merge pull request #226 from jMonkeyEngine/pr/223
Obsolete shadowRecv and sceneReceivers code cleanup
2015-03-03 22:35:25 +01:00
Nehon
a6a2059ef8 Removed deprecated methods calls in TestPointDirectinalAndSpotLightShadows 2015-03-03 22:30:44 +01:00
Nehon
a78d8a7bd0 Test for parallel tangent generation 2015-03-03 21:51:07 +01:00
Nehon
3d720e164e Changed the keys in tessellation test case so that it doesn't step on movement keys 2015-03-03 21:41:50 +01:00
Kirill Vainer
273f3a6e62 Merge pull request #220 from zzuegg/master
Geometry shader and Tessellation shader support
2015-03-02 10:01:08 -05:00
shadowislord
a374e73376 AssetManager: adjust usage according to latest changes 2015-03-01 15:14:30 -05:00
michael
1cce72cd0a Allow modifing of the tess factor with keys a and y 2015-02-28 13:53:36 +01:00
michael
690dd7bf28 Added Geometry and Tessellation Shader Tests 2015-02-28 13:40:10 +01:00
michael
cae4e1996a GL4ShaderSupport 2015-02-24 21:53:08 +01:00
shadowislord
2f86e0c17b Delete TestTriangleStrip
- since triangle stripper was removed, this test was not compiling
2015-02-22 16:04:01 -05:00
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
2015-02-22 15:47:56 -05:00
Nehon
21179dc132 Changed standard lighting to blinn phong instead of phong only 2015-02-18 20:39:45 +01:00
void
d4ade2473f feature: Update Nifty GUI to version 1.4.1
This commit updates Nifty to version 1.4.1 and makes all
the necessary changes to the JME-Nifty integration to be
compatible with this version of Nifty (manily support of multiple
texture atlases in the batch renderer and some minor changes
like the removal of some *Null classes).

Most User code should still be able to compile with this change.

However, the NiftyJmeDisplay constructor that requires the
width and height of the texture atlas has been deprecated in
favour of the newly added static factory methods:
NiftyJmeDisplay.newNiftyJmeDisplay(). The new methods
add support for the Nifty BatchRenderConfiguration class that
allow further configuration of some rendering details.

The testcase jme3test.niftygui.TestNiftyGui has been modified
to use the new methods and seems to render fine for me.

Most of Nifty 1.4.1 should be compatible with old versions of
Nifty. However some compile-time incompatibilities might
exists to old 1.3.x code. Additionally some internal mechanism
have been modified with 1.4 so there might be additional runtime
incompatibilities as well.
2015-02-15 23:17:18 +01:00
shadowislord
809092c236 Allow application to be a resizable window.
Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
2015-02-10 20:14:36 -05:00
shadowislord
e19be328a7 Add simple test case for the "scene not updated" crash in the SDK 2015-02-08 17:42:07 -05:00
iwgeric
661f4c6d2e Copy jme3-android-native and jme3-bullet-native-android to the dist/opt folder as part of build 2015-02-08 00:11:46 -05:00
shadowislord
10ccc570e1 Copy jme3-android.jar to the dist/opt folder as part of build 2015-02-07 17:48:12 -05:00
shadowislord
7bd07d144e TestRenderToMemory to use the same read-back method as AwtPanels 2015-01-31 12:57:54 -05:00
shadowislord
a676c51a50 * Test the RGB565 format in TestImageRaster (since it is supported on all platforms) 2015-01-23 22:44:38 -05:00
shadowislord
fb6fb73239 * Fix incorrect class name in TestTextureArrayCompressed 2015-01-23 22:31:16 -05:00
AlrikG
799d8d9ef2 - add test case for compressed dds array textures 2015-01-24 00:32:03 +01:00
Normen Hansen
00f12cfec7 - change behavior of "buildNativeProjects" setting to not exclude native subprojects from build but instead copy precompiled binaries
- disable unnecessary build of static bullet libraries
2015-01-14 00:02:11 +01:00
Normen Hansen
6ff69cccf6 - add run task to jme3-examples
- use run task of jme3-examples in main project run task
2015-01-13 20:17:56 +01:00
Nehon
50ec3023d4 Fixed ScreenshotAppState, VideoRecorderAppSate, AwtPanel and TestRenderToMemory so the frameBuffer is read with an BGRA8 format 2014-12-29 00:17:59 +01:00
Nehon
fea3faf9af Minor fix in TestRenderToCubeMap 2014-12-28 16:23:34 +01:00
Paul Speed
1f148fc3d7 Added a large scene stress test. Defaults to:
Total nodes:4681  Total Geometry:32768  Total controls:314

...the split depth can be increased for even more ridiculous
scenes.
2014-12-07 04:43:49 -05:00
shadowislord
62cfbc8a3e Remove usage of all deprecated image formats 2014-11-09 11:50:57 -05:00
Nehon
81fe180713 Better Single pass test 2014-11-07 23:19:59 +01:00
shadowislord
a9d8faf39e Modify TestDepthStencil to be simpler (based on TestFBOPassthrough) 2014-11-05 20:15:12 -05:00
David Bernard
4fdde38bc2 Merge remote-tracking branch 'upstream/master' into fix_fb_depth24stencil8 2014-11-05 12:15:38 +01:00
David Bernard
37da17e3eb add support of DepthStencil into *Renderer
+ a test app
- only tested on desktop with Lwjgl
2014-11-05 12:15:14 +01:00
Nehon
c55717141e Single pass lighting implementation.
Along with some light shaders refactoring and clean up
2014-11-04 20:09:14 +01:00
Nehon
6e287d0ef2 Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore.
Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out
2014-10-26 16:05:37 +01:00
Nehon
8f43da58ae Better spotlight vs frustum intersection check and with a testcase 2014-10-26 16:05:35 +01:00
David Bernard
8c10173775 enhance TestMultiRenderTarget with small animation of light (rotating around 0,0,0 in 3s) 2014-10-02 17:10:34 +02:00
David Bernard
8ac5e70bd9 fix: examples/TestMultiRenderTarget.java to display tank (deferred) + encoded normal instead of black screen. 2014-10-02 16:34:38 +02:00
shadowislord
b39772c401 Fix JDK6 compliance
syntax error in TestInstanceNode
2014-09-24 12:27:49 -04:00
Normen Hansen
940fe70803 - fix dist task in jme3-examples to not run at config time 2014-09-21 16:38:47 +02:00
shadowislord
13f2fbd244 Remove a weird line of code from TestHoveringTank 2014-09-13 17:20:55 -04:00
shadowislord
7cae92dc67 Fix rendering glitch in TestTransparentShadow (missing tangents for normal mapping) 2014-09-13 16:40:36 -04:00
shadowislord
b067aaed0e Delete libbulletjme64.so from samples folder (why is it there anyway?) 2014-09-07 19:11:48 -04:00
shadowislord
4599c4cc9d Fix crash in TestInstanceNode (do you guys even test??) 2014-09-07 16:29:52 -04:00
shadowislord
09aae64e8b TestInconsistentCompareDetection: Make sure we have more than 128 geometries in our scene graph to actually trigger the compare error 2014-09-07 15:55:53 -04:00
shadowislord
5f4428e640 Add test to trigger the inconsistent compare function detection in the sorting algorithm.
It modifies a texture on a material from another thread, which changes the material's sort ID,
thus causing the OpaqueComparator's compare method to violate the compare method contract.
2014-09-07 15:41:17 -04:00
neph1
8700871e76 Fixed some merge issues (now it's working properly)
Added test case for IK
2014-07-04 17:59:09 +02:00
shadowislord
fa41da59a4 * Fix outstanding cloning related issues in InstancedNode
* Throw exception if the geometry's material does not support instancing
 * Test the cloning function in TestInstanceNode
2014-06-28 20:52:30 -04:00
shadowislord
564a08672f * Remove InstancedNode.setCullHint(CullHint.Never) from TestInstancedNode example as it is not neccessary 2014-06-28 19:34:53 -04:00
shadowislord
eee43b470e * Added InstancedNode: easy to use instancing with similar API to BatchNode. The underlying scene graph will be automatically optimized so instancing is used as much as possible, thus reducing number of draw calls and improving performance. Unlike BatchNode, it does not copy the geometry's mesh around, but only its transform. In order for it to work, it requires the Renderer to support the GeometryInstancing capability.
* Replaced existing instancing test with TestInstanceNode, which demostrates how to use the new InstancedNode by changing the transform, mesh, and material of every instance periodically.
 * The lower-level InstancedGeometry API rewritten: Users don't need to manage the number of instances they have and their indices. Instead, they can use addInstance() and removeInstance() to add and remove instances as desired. Unlike InstancedNode, InstancedGeometry requires all Geometries to have the same mesh and material, but they can have different transforms.
 * Instancing.glsllib now requires the InstanceData to have world transforms instead of world view transforms. As a consequence, users of instancing must specify in the material the world parameters ViewProjectionMatrix and ViewMatrix instead of ProjectionMatrix.
2014-06-28 19:27:26 -04:00
shadowislord
b090305865 * Make sure we load the auxilary jinput library as well (required on windows) 2014-06-07 17:29:13 -04:00