Nehon
21fbaf8f11
glTF: prevent direct loading of .bin files.
2017-09-09 18:34:03 +02:00
Nehon
d606c30a52
Used IndexBuffer instead of the ByteShortIntBufferReader and removed the class
2017-09-09 14:58:27 +02:00
Kirill Vainer
bf18ef3048
Use MPOs for skinning
2017-09-09 14:36:20 +02:00
Kirill Vainer
381d69ccb7
Support LWJGL 3.1.2
2017-09-09 14:34:08 +02:00
Kirill Vainer
7f8fa4d74c
Fix depth texture support in OpenGL ES 2.0
2017-09-09 14:33:59 +02:00
Nehon
e09a5a5b09
glTF: fixed data reading to properly support interleaved data.
2017-09-09 14:31:54 +02:00
empirephoenix
0bc6c64311
Merge pull request #716 from JavaSaBr/fixed_problem_with_clonning_shader_info
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Missed one collection
2017-09-05 17:07:41 +02:00
javasabr
0a9a76e46d
missed one collection
2017-09-04 18:04:46 +03:00
javasabr
94f542912b
Fixed NPE and ConcurrentModificationException during cloning TechniqueDef.
2017-09-03 18:33:53 +02:00
Nehon
32b947a0ac
Fixed an issue where loaded glTF models couldn't use software skinning
2017-09-03 16:18:09 +02:00
Nehon
510562a62d
Fixed a crash when loading a gltf file where textures has no sampler entry.
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Also adapted how the light map is handled
2017-09-02 23:51:52 +02:00
Nehon
bed3cc8a17
Some clean up
2017-08-31 21:39:54 +02:00
Nehon
7166906908
Added support for loading "extras" from gltf files. Added some documentation
2017-08-31 21:39:54 +02:00
Nehon
5e79ae3c36
fix bad import in Mesh
2017-08-31 21:39:54 +02:00
Nehon
cac51f542a
Added support for packed float data
2017-08-31 21:39:54 +02:00
Nehon
01b48e0357
fixed an issue with transform matrix reading
2017-08-31 21:39:54 +02:00
Nehon
ad03eab01d
Fix an issue with material adpater
2017-08-31 21:39:54 +02:00
Nehon
1bdebd5505
Added support for attachment nodes.
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JME now supports byte buffers for index buffer
2017-08-31 21:39:54 +02:00
Nehon
d6c74dbf37
Added camera support
2017-08-31 21:39:54 +02:00
Nehon
f14acf305b
Added support for extensions, implemented PBR spec gloss extension
2017-08-31 21:39:54 +02:00
Nehon
e9869e5298
Added support for base64 embed data and Images
2017-08-31 21:39:54 +02:00
Nehon
285d6bb86c
Pad data when animation doesn't start at 0.
2017-08-31 21:39:54 +02:00
Nehon
94277ac286
Model can now be loaded keeping the specific pose of the skeleton in the file.
2017-08-31 21:39:54 +02:00
Nehon
de78c8deb6
Properly Read and use inverseBindMatrices for skeleton bind pose.
2017-08-31 21:39:54 +02:00
Nehon
225afd0f92
Compute the 4 more weighted bone index for skin animation when there are several Joint buffers for a mesh.
2017-08-31 21:39:54 +02:00
Nehon
911d8d77ef
Actually commit the right file...
2017-08-31 21:39:54 +02:00
Nehon
63faeeae87
Some code cleanup
2017-08-31 21:39:54 +02:00
Nehon
4d78a5aef8
Gltf: all demo case of bone animation are now covered.
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Though, this put in light a bug in our animation system that needs more work to get fixed.
2017-08-31 21:39:54 +02:00
Nehon
ea6c406979
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
2017-08-31 21:39:54 +02:00
Nehon
d7b2e08d95
Spatial tracks now can keep a reference to the spatial they apply to. This allows to group multiples spatial tracks in a single animation.
2017-08-31 21:39:54 +02:00
Rémy Bouquet
6b3093aa3e
GLTF: armature loading.
2017-08-31 21:39:54 +02:00
Rémy Bouquet
b129d2954f
Added a better skeleton debugger
2017-08-31 21:39:54 +02:00
Nehon
42aec10020
Gltf Spatial animation loading
2017-08-31 21:39:54 +02:00
Nehon
4daa0b5d9b
Generates mikkt space tangents when a geometry has no tangent bufer but uses a material with a normal map
2017-08-31 21:39:54 +02:00
Nehon
40c4f7936d
Implemented texture loading and PBR metalness/roughness pipeline support
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Fixed some mesh loading issues.
2017-08-31 21:39:54 +02:00
Nehon
3bbfabed5e
Gltf: added support for PBR colored material
2017-08-31 21:39:54 +02:00
Nehon
7951f5a987
Gltf loader can load mesh data and scene structure.
2017-08-31 21:39:54 +02:00
empirephoenix
50eaa34143
Update ParticleEmitter.java
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allow easy manipulation of particleemmite via subclasses
2017-08-31 21:39:54 +02:00
javasabr
fac8266b5c
fixed two problems with asset manager:
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1. can't load classes from asset class loaders.
2. can't load resources from asset class loaders.
2017-08-31 21:39:54 +02:00
Kirill Vainer
abab0a553f
Try to fix JDK7 error ( #706 )
2017-08-31 21:39:54 +02:00
Kirill Vainer
725983d99e
Fix AppVeyor
2017-08-31 21:39:54 +02:00
appveyor
8f1316ce4e
[ci skip] bullet: update windows natives
2017-08-31 21:39:54 +02:00
b00nation
06b23ec6ca
Fixed: If Instancing is activated you only see shadows
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When the pbr material was introduced someone forgot to keep the instancing in mind which uses :
ViewProjectionMatrix
ViewMatrix
I added these.
2017-08-31 21:39:54 +02:00
Kai Boernert
6dddb6d418
added missing header function
2017-08-31 21:39:54 +02:00
Kai Boernert
96b355e38c
added inertia manipulating methods
2017-08-31 21:39:54 +02:00
travis-ci
ec6c32ecdc
[ci skip] bullet: update osx natives
2017-08-31 21:39:54 +02:00
travis-ci
e12261eaa5
[ci skip] bullet: update linux natives
2017-08-31 21:39:54 +02:00
Riccardo Balbo
af60797efd
Update to bullet 2.86.1 ( #698 )
2017-08-31 21:39:54 +02:00
Dennis
02bc779866
Update com_jme3_bullet_objects_PhysicsRigidBody.cpp ( #702 )
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* Update com_jme3_bullet_objects_PhysicsRigidBody.cpp
From docu here: http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Activation_States
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ACTIVE_TAG
Means active so that the object having the state could be moved in a step simulation. This is the "normal" state for an object to be in. Use btCollisionObject::activate() to activate an object, not btCollisionObject::setActivationState(ACTIVATE_TAG), or it may get disabled again right away, as the deactivation timer has not been reset.
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* Update com_jme3_bullet_objects_PhysicsRigidBody.cpp
Settin RigidBody kinematic and then back dynamic will leave activation state to disabled causing the object never fall to sleep.
2017-08-31 21:39:54 +02:00
javasabr
642b9f4d39
added dependences to native libs
2017-08-31 21:39:54 +02:00