Nehon
5b6b33c8f5
The shader generator now supports swizzle on the left variable of a mapping :
...
input mapping vec3 v3.xy = v2
will generate
vec3 v3 = vec3(0.0);
v3.xy = v2;
As this statement can't be done in one line.
2015-02-12 22:32:59 +01:00
Nehon
a04a304954
Fixed an error where matching swizzle were reported as wrong when using swizzle of type vec3 v3 = v2.xxy
2015-02-12 22:29:44 +01:00
Nehon
3acd6b2f33
Fixed the error message when types/swizzles in a variable mapping do not match
2015-02-12 22:27:51 +01:00
Nehon
2670026552
Fixed a documentation issue in the shader node definition wizard
2015-02-11 23:08:41 +01:00
Nehon
76fe370cf1
Removed the code display button for nodes that don't have code.
2015-02-11 22:47:38 +01:00
Nehon
ae8474cb57
Added some icons to edit and delete a node in the shader node editor
2015-02-11 22:20:54 +01:00
shadowislord
629c007cd4
DDSLoader: fix loading 16-bit images (as exported by PVRTexTool)
2015-02-10 20:16:51 -05:00
shadowislord
badefdf4e4
Fix OgreXML loading crash when no material specified for geometry
2015-02-10 20:15:29 -05:00
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
1fc730c78a
Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus
2015-02-10 20:12:38 -05:00
shadowislord
8ae04fd1fb
PlaceholderAssets: when assets fail to load, try to make the error appear visually
2015-02-10 20:10:43 -05:00
Nehon
0ebb3acb16
Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x'
2015-02-10 22:41:23 +01:00
Nehon
2066c98dd0
Fixed background color in some node editor windows to fit with a dark theme
2015-02-10 18:48:32 +01:00
shadowislord
4b079ea480
DesktopAssetManager: remove weird logging in loadTexture
2015-02-09 21:09:22 -05:00
shadowislord
c818ee9c5c
IosAssetManager: Remove nearest filtering override (old code)
2015-02-09 21:08:33 -05:00
shadowislord
253c3ac80d
JmeSystem: print build info on initialization
2015-02-09 21:07:59 -05:00
shadowislord
eda5e983da
context/renderer: let renderer print out graphics hardware info
2015-02-09 21:06:50 -05:00
shadowislord
bbbfdb851a
GLRenderer: log texture formats as Level.FINE
2015-02-09 21:03:05 -05:00
Nehon
963c3d7e61
Fixed some typo in some comments in Material.java
2015-02-10 00:48:41 +01:00
Nehon
edf5db0f44
Fixed context menu display in the node editor
2015-02-10 00:48:32 +01:00
Nehon
ac7d8d0674
integrated change described in this thread to the ColorRGBAPropertyEditor
...
http://hub.jmonkeyengine.org/t/colorrgbapropertyeditor-a-little-improvement/31552
2015-02-10 00:48:22 +01:00
Nehon
4cb007f3b3
Fixed issue exposed in this thread http://hub.jmonkeyengine.org/t/found-bug-in-jme-xmlexporter-vector3f-zero-abuse/31430
...
Thanks to AXELTOPOLINO
2015-02-10 00:48:12 +01:00
Nehon
58480c0926
New Colors for the node editor
2015-02-10 00:48:03 +01:00
Nehon
400a03c507
Shader Node's editor connections are now curved lines.
2015-02-10 00:47:53 +01:00
shadowislord
7f50f906aa
Upgrade to LWJGL 2.9.3
2015-02-08 19:44:21 -05:00
shadowislord
507b89fc46
Do not track JmeVersion as it is autogenerated
2015-02-08 19:41:08 -05:00
shadowislord
fe508f0ba0
Add JmeVersion to .gitignore (since it will be changed every build..)
2015-02-08 19:35:50 -05:00
shadowislord
6f8fb84586
Update JmeVersion via build script
2015-02-08 19:33:41 -05:00
shadowislord
35737e1614
Add branch name to JmeVersion class
2015-02-08 19:32:43 -05:00
shadowislord
3cc0feced0
Put git hash and build date in JmeVersion class
2015-02-08 19:13:26 -05:00
shadowislord
bac0f81853
Fix scene graph update corruption due to earlier optimizations.
...
The update optimization will not visit child nodes unless the
parent has any refresh flags set. However if a "partial update"
occurs which only clears some of the flags (e.g. getWorldBound()),
then a situation could occur where a child node has refresh
flags set but not its parent, thus causing the aformentioned issue.
To allieviate this, we must always propagate the specific flag
required, regardless of whether or not the parent has some other
flags already set.
2015-02-08 18:16:35 -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
Erlend Sogge Heggen
ce961b6f70
Added best practices for pull requests.
2015-02-08 19:18:33 +01:00
Nehon
0351f9e60f
added a drag and drop to scroll feature to the node editor with the mouse wheel click.
2015-02-08 18:06:32 +01:00
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
a4d06305d5
postprocessing target textures: always use nearest filtering
...
* There's almost never a good reason to use linear filtering for postprocess textures
* If it is really required, it should be enabled explicitly
2015-02-07 19:12:38 -05:00
shadowislord
6350ac3aad
GLRenderer: remove obsolete code, minor optimization
2015-02-07 19:11:32 -05:00
shadowislord
b3759d7147
GL tracer: When printing enum, use GL_ONE instead of GL_TRUE
2015-02-07 19:10:35 -05:00
shadowislord
d3cbf7fbf2
GL implementations: Fix uploading of buffers with position != 0
...
* this is required for pregenerated mipmaps in e.g. DDS files
* others checks are added to make sure a zero-length buffer cannot be uploaded (that's an error for now)
2015-02-07 19:08:54 -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
Nehon
212a2d6e96
Millions of fixes, fixes for me
...
- Fixed hanging save on a Material definition file.
- Fixed Node editor blow up when changing a shader node definition content.
- Enhanced error reporting.
- and many more.
2015-02-07 00:42:06 +01:00
Nehon
e14c30a3cf
Enhanced the ShaderNodeDefinition creation wizard
2015-02-07 00:39:15 +01:00
Nehon
c310b933c9
Added proper undo/redo support in the shader editor
2015-02-04 22:18:11 +01:00
Nehon
7c88da9d5c
Created a backdrop image for the ShaderNode editor
2015-02-03 23:21:25 +01:00
Nehon
06e9618a4b
Proper save handling for the shader editor.
2015-02-03 23:21:17 +01:00
Bebul
4569154d9f
RenderShadow relict code clean up, no more static ShadowUtils.rootScene
2015-02-03 09:43:23 +01:00
shadowislord
3a61032575
Make LwjglGL implement the GL3 interface (for OpenGL3+ function names)
2015-02-01 20:08:34 -05:00
shadowislord
d4e85382db
Remove fixed pipeline technique from lighting shader
2015-02-01 20:06:09 -05:00
shadowislord
16e3e00507
Renderer Changes
...
* Add new "Limits" enum to hold maximums of various renderer capabilities such as texture size
* Add support for seamless cubemap (enabled by default for mipmapped cubemaps)
* Fix conflict when using GL tracing with GL debugging
2015-02-01 20:05:16 -05:00
shadowislord
9f3a145dd7
Renderer Changes
...
* Add new "Limits" enum to hold maximums of various renderer capabilities such as texture size
* Add support for seamless cubemap (enabled by default for mipmapped cubemaps)
* Fix conflict when using GL tracing with GL debugging
2015-02-01 20:03:42 -05:00