Stephen Gold
ad2cb1a469
correct javadoc typo in AppSettings.java
7 years ago
Nehon
12004217d1
Ao map now only attenuates indirect lighting in PBR shader
7 years ago
Rémy Bouquet
a6b86ad24d
Fixes Lightmap handling in PBR shader
7 years ago
Stephen Gold
950721f926
Uniform.java: avoid ClassCastException when overriding Vector4 params
7 years ago
Nehon
0d8b86b66f
Add default config for glb loader
7 years ago
Nehon
fc8135412f
Fixes normal lighting in world space for PBR
7 years ago
Nehon
435f2d4d05
Prevents NaN time when animation length is 0 (case of a pose)
7 years ago
Nehon
1b2cc6a63b
SkeletonControl now falls back to software skinning when there are more than 255 bones instead of crashing when the shader compiles.
7 years ago
Remy Van Doosselaer
683bf632f6
add an empty constructor to Grid mesh ( #747 )
...
* add an empty constructor with logical values for serialization purposes. eg. the BinaryImporter has issues instantiating the Grid mesh.
* empty constructor for serialization purposes
7 years ago
Stephen Gold
e0230a4b12
roll back PR 746 (worldTransform to identity) in master branch
7 years ago
Nehon
5c9ef17e73
Fixes ReflectionAllocator for android
7 years ago
Nehon
96836de6e8
Prevents attachement nodes to have the NumBone parameter set
7 years ago
javasabr
06599d1eac
fixed the constructor.
7 years ago
javasabr
6e07a214c6
Added a lit bit improvements for SafeArrayList:
...
1. improved comparing a SafeArrayList with another SafeArrayList.
2. improved the constructor by other collection
3. added a new constructor with init capacity.
7 years ago
javasabr
43b52cb77c
Fixed finding definitions during material loading.
7 years ago
javasabr
a717a5e50f
fixed NPE during loading shader node material without vertex nodes.
7 years ago
javasabr
24e467a871
fixed the problem with the reference to light, when we had incorrect reference to the light after loading/cloning spatial of this control.
7 years ago
javasabr
8674d8af4b
fixed detecting varyings during loading shader nodes in the case, when we have several output parameters with the same name but with different name spaces.
7 years ago
Rickard Edén
74f2f703b3
Several changes to load cinematics
...
Cinematic:
* Reattach CameraNode to scene
* Set CameraNode's camera to be app's camera
AnimationEvent:
* Save modelName
* Use modelName and try to replace scene's model in initEvent
7 years ago
Rickard Edén
ae97614c83
Trying to make Cinematic serialization work.
...
This way at least it doesn't crash: Removed anonymous inner class and made new class; CameraEvent
Added a bunch of default constructors for other related classes in the process.
7 years ago
Nehon
2120c9d334
Attempt to fix a direct memory deallocation crash on android
7 years ago
Nehon
87cfae6d7b
Fixed InstancedGeometry shadow mode
7 years ago
javasabr
9578b0410e
extended some things from shader node system.
7 years ago
javasabr
839ffdd4f2
fixed the problem with saving/loading light probes.
7 years ago
Nehon
e4b6bf82a2
Better PBR env map generation
7 years ago
Stephen Gold
3328f2a3a7
fix issue #762 (WireSphere generates parallels with wrong radii)
7 years ago
Nehon
171007693b
De duplicate imports when generating a shader from shader nodes
7 years ago
javasabr
ec121f025f
simplified version.
7 years ago
javasabr
b9e3788ffa
fixed NPE when you try to remove an unused asset loader.
7 years ago
Alexandr Brui
556e3de1c0
fixed asset linked node to reuse shared data between loaded models. ( #739 )
...
* fixed asset linked node to reuse shared data between loaded models.
* updated implementation of binary loader.
7 years ago
Stephen Gold
2632c3227c
fix issue #749 : NPE in CollideIgnoreTransformTest
7 years ago
Stephen Gold
083f21d6a2
FlyByCamera: comments, annotations, & imports; address GitHub issue #697
7 years ago
Stephen Gold
8a5da0eb0e
Geometry: set worldTransform to identity if ignoreTranform is true
7 years ago
Kirill Vainer
ad2a9e6230
Revert "Resolving issue in ticket #661 . Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. ( #681 )"
...
This reverts commit 989c7926df
.
7 years ago
Stephen Gold
e4bfe8a80d
testcase & fix for issue #744 : collideWith() versus setIgnoreTransform()
7 years ago
Nehon
37e4d4d564
PBR: Applied band factor to sh coefficient.
...
Regenrerated the default probe in test data
better gloss / spec pipeline
7 years ago
Alexandr Brui
66137d53b8
added auto closing readers. ( #738 )
7 years ago
Bekreth
989c7926df
Resolving issue in ticket #661 . Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. ( #681 )
7 years ago
Alexandr Brui
fb99ca90b1
fixed NPE. ( #737 )
...
* fixed NPE.
* changed the if condition.
7 years ago
Nehon
97fe9cc49c
PBR properly normalize tangent frame
7 years ago
Nehon
c00407da33
PBR : Removed specularColor contribution from direct lighting specular.
7 years ago
Nehon
e6a55e9d3a
Dropped the use of the irradiance Map for LightProbes, only the spherical harmonics coeffs are stored and used to recompose indirect diffuse color in the shader.
...
Also added a tweak to get the specular dominant direction when sampling the prefiltered env maps. It gives better result on low roughness materials.
7 years ago
Nehon
0da2bfe0ba
Changed how roughness is stored into prefiltered env map mipmaps for a more consistent method.
...
Bumped the default size of the LightProbe maps to 256
Change he integrateBRDF approximation method
7 years ago
Kirill Vainer
6127f7eb7a
Miscellaneous OpenGL ES fixes ( #720 )
...
* Use correct HALF_FLOAT constant for GLES
* Support GLTracer and GL debug in Android
* Support instancing in GLTracer
* Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
* Support ABGR8 using swizzle extension
* Move glFramebufferTextureLayer to GLFbo
* Avoid RGB111110F in filters unless its actually supported
* Use the same depth format in all places in FPP
* Print the object with the problem in NativeObjectManager
* JMException does not exist on Android
7 years ago
Stephen Gold
d1bd48528c
test and fix for issue #651 (inverted rotation in Sky.vert)
7 years ago
Kirill Vainer
d2839fd2ab
Fix #558 ( #729 )
7 years ago
Nehon
ef5952bcad
Refactored how BatchNode transforms vertex buffers, and fixed issue #731 (NPE when no normal buffer)
7 years ago
Nehon
c1c67f58cf
reformat BatchNode before change
7 years ago
Stephen Gold
adb52c5cc8
test and fix for issue #710 (phantom triangles in a mesh collision)
7 years ago
Nehon
d606c30a52
Used IndexBuffer instead of the ByteShortIntBufferReader and removed the class
7 years ago