Stephen Gold
d1bd48528c
test and fix for issue #651 (inverted rotation in Sky.vert)
2017-09-16 11:42:51 -07:00
Kirill Vainer
d2839fd2ab
Fix #558 ( #729 )
2017-09-16 13:25:21 -04:00
Nehon
ef5952bcad
Refactored how BatchNode transforms vertex buffers, and fixed issue #731 (NPE when no normal buffer)
2017-09-16 14:27:04 +02:00
Nehon
c1c67f58cf
reformat BatchNode before change
2017-09-16 11:50:44 +02:00
Stephen Gold
adb52c5cc8
test and fix for issue #710 (phantom triangles in a mesh collision)
2017-09-11 19:20:39 -07:00
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
7f8fa4d74c
Fix depth texture support in OpenGL ES 2.0
2017-09-09 14:33:59 +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
5e79ae3c36
fix bad import in Mesh
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
f14acf305b
Added support for extensions, implemented PBR spec gloss extension
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
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
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
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
Nehon
de009e2ea7
Added the Glow technique to PBR material so that it can work with the bloom filter.
2017-08-08 19:44:55 +02:00
Sebastian Weiß
3a7dedeba0
formatting, as always :(
2017-08-06 16:31:13 +02:00
Sebastian Weiß
28e4c9848f
Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted.
2017-08-06 16:27:16 +02:00
Alexandr Brui
6785087057
Added a possibility to resize env cameras. ( #699 )
2017-08-05 16:01:50 +02:00
Alexandr Brui
3058c218c5
Added missed imports. ( #691 )
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Used GLSL compat on the post shadow filter
2017-07-27 16:27:41 +02:00
Alexandr Brui
10bc250db7
Fix of the one parameter of shadows render. ( #688 )
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* fixed applying the render back faces shadows option during creating a shadow filter.
2017-07-23 17:51:23 +02:00
Nehon
6ed4abf29e
ShaderNodes: changed the way condition are used for variable declaration.
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Before each input (attribute, varying or uniform) depending on a define was declared inside a #ifdef statement, it appears that most compiler will optimize out any input that has not been set so this computation was useless and costly and the code to to it was kind of ugly.
So basically now it's only done in very particular cases when it's really needed.
2017-07-18 21:09:19 +02:00
Nehon
85dc89b0aa
Shader Nodes: changed the way uniforms were replaced in the code, they are now assigned as any other input except for samplers that can't be assigned.
2017-07-16 00:03:05 +02:00
Nehon
385d2caeed
Shader Nodes: Shader compatibility for texture function is now handled at generation time
2017-07-16 00:03:05 +02:00
Alexandr Brui
8abf23b2f2
Added missed gl versions ( #680 )
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* Added missed GL versions and Caps.
* Added supporting 3.3, 4.0, 4.1, 4.2, 4.3, 4.4 and 4.5 GL core profiles.
2017-07-14 14:25:57 +02:00
empirephoenix
b56c9c79fc
Merge pull request #679 from stephengold/master
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testcases and fix for issue #357
2017-07-13 12:44:45 +02:00
Yan
22d73a57cd
Update UniformBinding.java
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fix typo
2017-07-13 15:06:33 +08:00
Nehon
54f283e8d2
Fixed an issue where the color space of a texture mat param was disregarded when loaded from a j3o.
2017-07-08 23:39:05 +02:00
Nehon
5ac5731ebf
Better error reporting when loading shaderNodeDefinition
2017-07-08 14:06:56 +02:00
Stephen Gold
8530b60294
testcases and fix for issue #357
2017-07-06 22:01:57 -07:00
Christopher Hughes
d3733fba15
Overrode SkeletonDebugger clone method. Ticket #660
2017-07-06 16:52:39 -04:00
empirephoenix
25570ba4b3
Merge pull request #672 from Saucistophe/master
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Refactored Cylinder
2017-06-29 20:05:57 +02:00
empirephoenix
9116772472
Merge pull request #675 from mazerty/patch-1
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LodGenerator should accept a constructor by mesh
2017-06-23 13:22:50 +02:00
empirephoenix
2a09771bc8
Merge pull request #663 from NemesisMate/patch-18
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Fixed IllegalArgumentException when removing a LodControl from a spatial
2017-06-23 12:51:37 +02:00
Thomas JOUANNOT
1dd1888b55
LodGenerator should accept a constructor by mesh
2017-06-22 13:26:47 +02:00
stophe
ebaad20f2f
Added a unit test and fixed indentation.
2017-06-18 23:56:14 +02:00
stophe
61c22d5709
Providing invalid parameters in cylinders generation throws an exception.
2017-06-18 21:27:57 +02:00
stophe
edf279a06d
Refactored Cylinder generation to be more maintainable, readable, and fix #640 .
2017-06-18 16:35:35 +02:00
Rémy Bouquet
530596838c
Merge pull request #664 from iamcreasy/MeshPointDocFix
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Mesh point doc fix
2017-06-04 21:30:43 +02:00
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)
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It avoid to change the name of the variable when loading the definition and always have weird inconsistencies with mat params because the name has a m_ or not.
2017-06-02 00:37:01 +02:00
Nehon
2f06c9b37b
ShaderNodeDefinition path is now set while loading the definition.
2017-06-02 00:37:01 +02:00