Lou Hamersly
cde108c2c0
#1107-Fix Javadoc warnings in OpenJDK 9+
2019-06-05 08:21:34 -07:00
Stephen Gold
7ad91651f1
jme3-desktop/jme3-effects JavaDoc corrections (comments only)
2019-02-25 23:43:05 -08:00
Paul Speed
81667f8f45
Fixed the DepthOfFieldFilter to properly get the near/far distance from JME
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instead of having it hard-coded. Previous behavior caused focus to go all out
of whack if you ever changed the near/far plane (and even the default hard-coded
value was not the same as JME's default camera setup.)
While I was here, I made the unfocus threshold configurable and added a debug
toggle that will turn the 'unfocus' amount into grayscale color for better visualizing
where unfocusing is happening.
2018-03-17 02:18:31 -04:00
Stephen Gold
f40ba25a56
correct more grammar/spelling errors in comments
2018-02-23 22:20:22 -08:00
Stephen Gold
826908b042
correct more grammar/spelling errors in comments
2018-02-18 20:49:43 -08:00
Stephen Gold
36847602a5
correct more typographical errors in comments
2018-02-17 19:03:49 -08:00
Stephen Gold
b159c847cc
comment corrections: mostly spelling and grammar
2018-01-16 18:35:07 -08:00
Alexandr Brui
6e5e85f7ac
Update the water filter ( #693 )
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WaterFilter now serializes the different textures textures, and can optionally serialize the reflection scene
2017-07-31 22:48:53 +02:00
RemboL
2ff0bf5f75
fixing documentation link
2017-06-25 08:54:04 +02:00
Yan
8e45937974
Fix issue #654
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Fix issue #654
2017-05-15 11:06:35 +08:00
mitm001
80bec2e7a0
Updated broken link to point to wiki.
2017-05-11 07:31:52 -07:00
Nehon
6b33ae470a
Added a new step in AppProfiler for viewport processors and added method to pass the profiler to all processors.
2017-02-05 17:57:28 +01:00
Nehon
390d35180b
Soft particles now has only one shader and one technique to work with any glsl version
2017-01-24 20:06:12 +01:00
Rémy Bouquet
4c664f8df3
Merge pull request #603 from JavaSaBr/fix_editing_color_overlay_filter
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Fix editing color overlay filter
2017-01-23 08:33:09 +01:00
Nehon
f7181c38dc
Removed all xxx15.frag shaders and used GLSLCompat to have the same shader whatever version it's used for
2017-01-22 14:08:22 +01:00
javasabr
e7d95ee734
to prev
2017-01-22 09:59:50 +03:00
javasabr
56fc653725
fixed editing of color overlay filter
2017-01-22 09:58:24 +03:00
Nehon
e89e0e7c12
Added a way to approximate the normals for the SSAO filter instead of rendering an additional geometry pass.
2016-08-06 15:16:29 +02:00
Kirill Vainer
4a37a8f851
FXAA: quality regression fix
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FXAA wants input texture to use bilinear filtering
so it can be smoothed further, so allow filters to
request bilinear filtering.
2015-09-22 22:09:38 -04:00
Kirill Vainer
ca6b492cea
SSAOFilter: remove excessive GPU mipmap generation (not needed for filters)
2015-04-24 23:46:56 -04:00
shadowislord
9ad1992681
SimpleWaterProcessor: Use linear filtering for reflection / refraction textures
2015-02-21 15:39:58 -05:00
Nehon
73b7061b0b
Fixed a typo in the setSubPixelShift in the FXAA filter that was causing a crash
2014-10-29 09:11:28 +01:00
pspeed42
1f795a7485
Forgot some other water height specific things that need
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to be initialized.
2014-09-16 00:06:02 -04:00
pspeed42
45591c99a1
Fixed a broken water height initialization issue that I
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inadvertently caused with my previous cleanup.
2014-09-16 00:03:22 -04:00
pspeed42
a47fb27e56
WaterUtils tries to hard to avoid allocation... I
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fixed three cases that were causing new Vector3fs
to be created.
2014-08-12 04:06:07 -04:00
pspeed42
1185d2099b
Avoid some teeny-tiny per frame allocations by
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only creating a new Plane() and setting the water
height uniform when the water height changes.
Also got rid of the redundant dot() product and
Vector3f allocation in the process.
2014-08-12 03:13:16 -04:00
shadowislord
3838216207
* Added tone mapping filter that does not rely on average luminance (unlike HDRProcessor).
2014-05-30 23:54:56 -04:00
Nehon
9f45f78c86
Fixed GammaCorrectionFilter path to j3md and frag files
2014-05-26 12:16:16 +02:00
Nehon
0967f39b83
- Fixed the GammaCorrectionFilter so it properly works with multisampling, will be used as a fall back to upcoming Gamma Correction implementation
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- Removed luma
- Passed inverse gamma instead of gamma to avoid doing a division for each pixel in the shader
2014-05-26 12:11:54 +02:00
Normen Hansen
a16857c8f4
switch to gradle layout
2014-03-21 02:32:11 +01:00