58 Commits

Author SHA1 Message Date
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
shadowislord
fd63fcedb9 * Don't use native bullet specific method in TestNativeLoader - fix compile error 2014-06-07 17:08:23 -04:00
Nehon
d8bbb4e9f9 Fixed an issue where you couldn't chain several shadow renderers. Thanks to Perjin for narrowing down the issue.
Now a shadow renderer properly cleanup the parameters set to a material when the post shadow pass in done
2014-06-07 21:27:10 +02:00
shadowislord
e637cd0b7a * NativeLibraryLoader: More hacks .. Use the proper loading method based on the library name.
* TestNativeLoader: More concrete test that uses a custom natives folder and ensures all natives load properly and prints their versions.
2014-06-07 14:09:42 -04:00
shadowislord
2e796444a5 * Enable mipmapping in TestTextureArray 2014-06-06 23:20:24 -04:00
shadowislord
36483c4b49 * Avoid conflicts when extracting both 64-bit and 32-bit libraries to the same folder .. This is mainly for the bulletjme library which doesn't specify "64" at the end of the filename 2014-06-06 21:18:50 -04:00
shadowislord
948fdb21eb * Add new flag to Platform enum which specifies if its 32-bit platform or 64-bit.
* Add new but currently unused native extraction engine which supports user-specified native libraries as well as deferred extraction of libraries.
2014-06-05 22:32:06 -04:00
shadowislord
52cd458601 * Added two missing 32-bit image formats to TestImageRaster: ARGB8 and BGRA8 2014-06-03 23:10:49 -04:00
shadowislord
65d83b37f0 * Deprecated LTC and LATC texture formats, OpenGL3+ does not support them. Instead RGTC / BC5 must be used.
* Add missing license to InstancedGeometry.
 * Minor cosmetic / doc changes.
2014-06-03 22:58:33 -04:00
shadowislord
7cdc473e14 * Fix broken generation of classpath for jMonkeyEngine3.jar 2014-06-01 14:01:24 -04:00
shadowislord
99af4d9bd5 * Deprecate usage of TextureKey.setAsCube() and TextureKey.setAsTexture3D() - this is now handled by the TextureKey.setTextureTypeHint() method instead 2014-05-31 18:39:44 -04:00
shadowislord
d694229335 * Make tone-mapping white-point adjustment logarithmic in the sample to have less sudden exposure transitions 2014-05-31 12:06:49 -04:00
shadowislord
c01cbdd5e0 * Add option to toggle instancing either on or off to see the difference (if any) 2014-05-31 11:59:32 -04:00
shadowislord
35cfae5ef0 * Merge revision 11058 from experimental branch
- Add instanced geometry support. This is performed by uploading 4 vertex buffers each containing 4 floats. The top 3 rows are the world matrix and the bottom row is a quaternion representing the normal matrix. Hence, both unshaded and lit geometries can be rendered through instancing.
See Instancing.glsllib for more information as well as the comment in LwjglRenderer.
2014-05-31 11:46:58 -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
c09a4b208d Fixed ColorRGBA javadoc, made the clamp method use FastMath.clamp, integrated @kwando's pull request 131 2014-05-26 12:20:58 +02:00
Nehon
95f215c180 Adjusted TestPostWater to gamma correction 2014-05-26 12:19:20 +02:00
Nehon
8ff6f8df24 Introduced a new Enum ColorSpace.
One can now mark a texture param in a material definition as linear by using -Linear at the end of the parameter declaration (case insensitive).
An Image bound to a material texture param in a linear color space will have its ColorSpace set to linear when bound to the material by mat.setTexture("name", texture);
Added the -LINEAR flag to all texture param that needed it in stock materials (lighting.j3md, terrainLighting.j3md, different Filter materials).
2014-05-26 12:11:57 +02:00