Commit Graph

945 Commits (d181a84b7cc8dd7712ac1ff04ae5c94850c3a11d)

Author SHA1 Message Date
Thomas JOUANNOT 1dd1888b55 LodGenerator should accept a constructor by mesh 8 years ago
Nehon ee9c6d366a ShaderNodeVariable now has a prefix attribute that is concatenated to the name when generating the shader (basically g_ and m_ when the variable is an uniform) 8 years ago
Nehon 2f06c9b37b ShaderNodeDefinition path is now set while loading the definition. 8 years ago
Nehon 26ccaaea88 DDSLoader now supports Luminance16f format (r16f) 8 years ago
Quazi Irfan GD 97135fa9bb Add missing override in Geometry 8 years ago
Quazi Irfan GD cf07e094af Cleanup Mesh(Point) documentation 8 years ago
Quazi Irfan GD 1bfabd8d8f Update Mesh(Point) documentation 8 years ago
NemesisMate 88125da16d Fixed IllegalArgumentException when removing a LodControl from a spatial 8 years ago
grizeldi 23d6def5ed Made right trigger usable on Xbox based controllers 8 years ago
grizeldi ddfa728d60 Add Xbone S controller mappings 8 years ago
Rafael Pax 543268593b NullContext thread safety 8 years ago
Nehon d20cf3f20a Reverted changes in Spatial made for VR. 8 years ago
Nehon 29875e6085 Fixed InstanceGeomerty not working properly when using the lighting material and a non DirectionalLight 8 years ago
Sebastian Weiß 02781e799f oh man, I should have learned it by now, that jme uses spaces, not tabs 8 years ago
Sebastian Weiß 04b0578173 Certain dds texture lack the DDSCAPS_TEXTURE-flag, but are still recognized by programs like IrfanView and can also be loaded in the engine. 8 years ago
Sebastian Weiß a3cd3cbb04 Certain dds texture lack the DDSCAPS_TEXTURE-flag, but are still recognized by programs like IrfanView and can also be loaded in the engine. 8 years ago
Stephen Gold 9905c4f011 getAttachmentNode(): move target selection from SkeletonControl to Bone 8 years ago
Stephen Gold b2aa1ff9f1 fix SkeletonControl.getAttachmentNode() for odd models (such as Jaime) 8 years ago
Stephen Gold dcb92e1d15 Unshaded.vert: put declaration in #ifdef to avoid an unused uniform 8 years ago
Rémy Bouquet b0a5384046 Moved worldMatrix declaration in instancing.glsl so that it works on android 8 years ago
Rémy Bouquet 09fa4f165e fixed bad comma in previous commit 8 years ago
Nehon 8caf05734c Fixed tangent and normal argument position in Skinning.glsllib 8 years ago
Stephen Gold 259f599d1d add PointSize to Unshaded matdef, test with SkeletonDebugger 8 years ago
rvandoosselaer 81a301f8ef use the resizable parameter instead of a default 'true' value 8 years ago
Nehon dc40faaff8 Moved DetailedProfiler to a more appropriate package 8 years ago
Julien Seinturier 41bead60e3 Creating a VRAppState 8 years ago
delt0r f416d7af18 Fixed a exception in Materal toString with blender materials. 8 years ago
Nehon 8dcc67a318 Fixed an issue in DetailedProfiler where time would become negative with low fps 8 years ago
Nehon 0610f703d7 Fixed a crash in the PBR shader when adding a light map. 8 years ago
Nehon 12fe7ba035 Added a DetailedProfiler and its associated AppState for detailed time profiling 8 years ago
Nehon 6b33ae470a Added a new step in AppProfiler for viewport processors and added method to pass the profiler to all processors. 8 years ago
Nehon 6a467ecb53 Added gpu profiling to Renderer and all the GL backends except ios 8 years ago
javasabr ba4886da80 fixed saving spatial of motion event control. 8 years ago
Nehon 74858976eb Fixed an issue where ParticleEmitter had NaN bounds during the first update when added to the scene graph during the update loop 8 years ago
Nehon 390d35180b Soft particles now has only one shader and one technique to work with any glsl version 8 years ago
javasabr 87562bfbae fixed NPE. 8 years ago
javasabr c2219ecce5 removed the comment and returned a final modification to the method. 8 years ago
javasabr f016469933 to prev 8 years ago
javasabr 6c3100f929 Added cloneable and jmeCloneable interfaces to shadows renders and filters 8 years ago
javasabr 1be4a48223 changed access to some methods of shadow render. 8 years ago
Nehon f7181c38dc Removed all xxx15.frag shaders and used GLSLCompat to have the same shader whatever version it's used for 8 years ago
Nehon a64594eea9 Better cloning for TechniqueDefs 8 years ago
Nehon 51eccfea2e Imported the glslCompat directly in multisample.glsllib to have it to work properly with glsl 1.5+ 8 years ago
mitm001 756a7c2683 Update MotionEvent.java 8 years ago
Nehon b0ed053472 Fixed a cloning issue and some tests 8 years ago
Nehon d537a1c22e Added a GLSL150 to most of the shaders used in the engine (except deprecated ones). 8 years ago
Nehon 12a2f0f63c One can now define several versions for the shader in a Technique in a J3md file, ie: 8 years ago
Nehon 4777c591b1 GLSLLoader now moves all extensions declaration found in the dependencies at the top of the shader code 8 years ago
Nehon f2709858bb Got rid of the sorting for Technique selection 8 years ago
Nehon cb04548fd5 Techniques are now weighted and sorted depending on their LightMode and GLSL version 8 years ago