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
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- disable unnecessary build of static bullet libraries
10 years ago
Normen Hansen
6ff69cccf6
- add run task to jme3-examples
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- 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:
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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
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+ a test app
- only tested on desktop with Lwjgl
10 years ago
Nehon
c55717141e
Single pass lighting implementation.
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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.
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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
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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.
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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)
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Added test case for IK
11 years ago
shadowislord
fa41da59a4
* Fix outstanding cloning related issues in InstancedNode
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* 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.
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* 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.
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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.
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* TestNativeLoader: More concrete test that uses a custom natives folder and ensures all natives load properly and prints their versions.
11 years ago
shadowislord
2e796444a5
* Enable mipmapping in TestTextureArray
11 years ago
shadowislord
36483c4b49
* Avoid conflicts when extracting both 64-bit and 32-bit libraries to the same folder .. This is mainly for the bulletjme library which doesn't specify "64" at the end of the filename
11 years ago
shadowislord
948fdb21eb
* Add new flag to Platform enum which specifies if its 32-bit platform or 64-bit.
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* Add new but currently unused native extraction engine which supports user-specified native libraries as well as deferred extraction of libraries.
11 years ago
shadowislord
52cd458601
* Added two missing 32-bit image formats to TestImageRaster: ARGB8 and BGRA8
11 years ago
shadowislord
65d83b37f0
* Deprecated LTC and LATC texture formats, OpenGL3+ does not support them. Instead RGTC / BC5 must be used.
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* Add missing license to InstancedGeometry.
* Minor cosmetic / doc changes.
11 years ago
shadowislord
7cdc473e14
* Fix broken generation of classpath for jMonkeyEngine3.jar
11 years ago
shadowislord
99af4d9bd5
* Deprecate usage of TextureKey.setAsCube() and TextureKey.setAsTexture3D() - this is now handled by the TextureKey.setTextureTypeHint() method instead
11 years ago
shadowislord
d694229335
* Make tone-mapping white-point adjustment logarithmic in the sample to have less sudden exposure transitions
11 years ago
shadowislord
c01cbdd5e0
* Add option to toggle instancing either on or off to see the difference (if any)
11 years ago
shadowislord
35cfae5ef0
* Merge revision 11058 from experimental branch
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- Add instanced geometry support. This is performed by uploading 4 vertex buffers each containing 4 floats. The top 3 rows are the world matrix and the bottom row is a quaternion representing the normal matrix. Hence, both unshaded and lit geometries can be rendered through instancing.
See Instancing.glsllib for more information as well as the comment in LwjglRenderer.
11 years ago
shadowislord
3838216207
* Added tone mapping filter that does not rely on average luminance (unlike HDRProcessor).
11 years ago
Nehon
c09a4b208d
Fixed ColorRGBA javadoc, made the clamp method use FastMath.clamp, integrated @kwando's pull request 131
11 years ago
Nehon
95f215c180
Adjusted TestPostWater to gamma correction
11 years ago
Nehon
8ff6f8df24
Introduced a new Enum ColorSpace.
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One can now mark a texture param in a material definition as linear by using -Linear at the end of the parameter declaration (case insensitive).
An Image bound to a material texture param in a linear color space will have its ColorSpace set to linear when bound to the material by mat.setTexture("name", texture);
Added the -LINEAR flag to all texture param that needed it in stock materials (lighting.j3md, terrainLighting.j3md, different Filter materials).
11 years ago
Nehon
e4ba4e9e9e
- Image loaders now assume ALL images are in sRGB space and set the flag accordingly
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- All images constructors now take the isSrgb flag as a parameter, all engine classes has been changed to accommodate the change, old constructors has been deprecated for backward compatibility. One should always ask himself in which color space is an image if dealing with gamma correction
- Gamma correction has been defaulted to false in the appSettings
11 years ago
sgold@sonic.net
8d2b7a53e6
fix race in TestAwtPanels as discussed at http://hub.jmonkeyengine.org/forum/topic/fix-for-race-in-testawtpanels
11 years ago