Nehon
39515c52c7
Relocated the character in TestWalkingChar so that it doesn't fall under the ground
10 years ago
Nehon
a6a2059ef8
Removed deprecated methods calls in TestPointDirectinalAndSpotLightShadows
10 years ago
Nehon
a78d8a7bd0
Test for parallel tangent generation
10 years ago
Nehon
3d720e164e
Changed the keys in tessellation test case so that it doesn't step on movement keys
10 years ago
shadowislord
a374e73376
AssetManager: adjust usage according to latest changes
10 years ago
michael
1cce72cd0a
Allow modifing of the tess factor with keys a and y
10 years ago
michael
690dd7bf28
Added Geometry and Tessellation Shader Tests
10 years ago
michael
cae4e1996a
GL4ShaderSupport
10 years ago
shadowislord
2f86e0c17b
Delete TestTriangleStrip
...
- since triangle stripper was removed, this test was not compiling
10 years ago
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
10 years ago
Nehon
21179dc132
Changed standard lighting to blinn phong instead of phong only
10 years ago
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.
10 years ago
shadowislord
809092c236
Allow application to be a resizable window.
...
Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
10 years ago
shadowislord
e19be328a7
Add simple test case for the "scene not updated" crash in the SDK
10 years ago
iwgeric
661f4c6d2e
Copy jme3-android-native and jme3-bullet-native-android to the dist/opt folder as part of build
10 years ago
shadowislord
10ccc570e1
Copy jme3-android.jar to the dist/opt folder as part of build
10 years ago
shadowislord
7bd07d144e
TestRenderToMemory to use the same read-back method as AwtPanels
10 years ago
shadowislord
a676c51a50
* Test the RGB565 format in TestImageRaster (since it is supported on all platforms)
10 years ago
shadowislord
fb6fb73239
* Fix incorrect class name in TestTextureArrayCompressed
10 years ago
AlrikG
799d8d9ef2
- add test case for compressed dds array textures
10 years ago
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
10 years ago
Normen Hansen
6ff69cccf6
- add run task to jme3-examples
...
- use run task of jme3-examples in main project run task
10 years ago
Nehon
50ec3023d4
Fixed ScreenshotAppState, VideoRecorderAppSate, AwtPanel and TestRenderToMemory so the frameBuffer is read with an BGRA8 format
10 years ago
Nehon
fea3faf9af
Minor fix in TestRenderToCubeMap
10 years ago
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.
10 years ago
shadowislord
62cfbc8a3e
Remove usage of all deprecated image formats
10 years ago
Nehon
81fe180713
Better Single pass test
10 years ago
shadowislord
a9d8faf39e
Modify TestDepthStencil to be simpler (based on TestFBOPassthrough)
10 years ago
David Bernard
37da17e3eb
add support of DepthStencil into *Renderer
...
+ a test app
- only tested on desktop with Lwjgl
10 years ago
Nehon
c55717141e
Single pass lighting implementation.
...
Along with some light shaders refactoring and clean up
10 years ago
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
10 years ago
Nehon
8f43da58ae
Better spotlight vs frustum intersection check and with a testcase
10 years ago
David Bernard
8c10173775
enhance TestMultiRenderTarget with small animation of light (rotating around 0,0,0 in 3s)
10 years ago
David Bernard
8ac5e70bd9
fix: examples/TestMultiRenderTarget.java to display tank (deferred) + encoded normal instead of black screen.
10 years ago
shadowislord
b39772c401
Fix JDK6 compliance
...
syntax error in TestInstanceNode
10 years ago
Normen Hansen
940fe70803
- fix dist task in jme3-examples to not run at config time
10 years ago
shadowislord
13f2fbd244
Remove a weird line of code from TestHoveringTank
10 years ago
shadowislord
7cae92dc67
Fix rendering glitch in TestTransparentShadow (missing tangents for normal mapping)
10 years ago
shadowislord
b067aaed0e
Delete libbulletjme64.so from samples folder (why is it there anyway?)
10 years ago
shadowislord
4599c4cc9d
Fix crash in TestInstanceNode (do you guys even test??)
10 years ago
shadowislord
09aae64e8b
TestInconsistentCompareDetection: Make sure we have more than 128 geometries in our scene graph to actually trigger the compare error
10 years ago
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.
10 years ago
neph1
8700871e76
Fixed some merge issues (now it's working properly)
...
Added test case for IK
11 years ago
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
11 years ago
shadowislord
564a08672f
* Remove InstancedNode.setCullHint(CullHint.Never) from TestInstancedNode example as it is not neccessary
11 years ago
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.
11 years ago
shadowislord
b090305865
* Make sure we load the auxilary jinput library as well (required on windows)
11 years ago
shadowislord
fd63fcedb9
* Don't use native bullet specific method in TestNativeLoader - fix compile error
11 years ago
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
11 years ago
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.
11 years ago