Nehon
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ef5952bcad
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Refactored how BatchNode transforms vertex buffers, and fixed issue #731 (NPE when no normal buffer)
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7 years ago |
Nehon
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c1c67f58cf
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reformat BatchNode before change
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7 years ago |
Stephen Gold
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adb52c5cc8
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test and fix for issue #710 (phantom triangles in a mesh collision)
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7 years ago |
Kirill Vainer
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a3145885d9
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Support dynamic number of shadow maps
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7 years ago |
Kirill Vainer
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77e552f551
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Implement static pass in the lighting material
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7 years ago |
Kirill Vainer
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9c4fcac876
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Add PreShadowArrayRenderer
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7 years ago |
Kirill Vainer
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d159e1746c
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Combine forced render state with the one in the technique
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7 years ago |
Kirill Vainer
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8a747276d7
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Make sure apply = false for all forced render states
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7 years ago |
Kirill Vainer
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ce28e35393
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Fix additional render state missing apply = false
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7 years ago |
Kirill Vainer
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42051b045b
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StaticPass supports setting shadow map index on light
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7 years ago |
Kirill Vainer
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cfcec44b9a
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Add ShadowMap interface
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7 years ago |
Kirill Vainer
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55e9fd067a
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Remove scale from updateFrustumPoints since its always 1.0
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7 years ago |
Kirill Vainer
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f5ad0274b3
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Make tech logic impls responsible for light filtering
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7 years ago |
Kirill Vainer
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2ce2995956
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Don't reset lights that were never checked in light filter
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7 years ago |
Kirill Vainer
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16e472678a
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Support shadow maps in GLES
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7 years ago |
Kirill Vainer
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bc50b09bf4
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Don't upload NULL texture slices
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7 years ago |
Kirill Vainer
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7441865307
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Print the object with the problem in NativeObjectManager
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7 years ago |
Kirill Vainer
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88aaa079e3
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Use the same depth format in all places in FPP
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7 years ago |
Kirill Vainer
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b0316e419c
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Avoid RGB111110F in filters unless its actually supported
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7 years ago |
Kirill Vainer
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af3a0c70ce
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Move glFramebufferTextureLayer to GLFbo
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7 years ago |
Kirill Vainer
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7a22f8c940
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Support ABGR8 using swizzle extension
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7 years ago |
Kirill Vainer
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23700d5140
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Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
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7 years ago |
Kirill Vainer
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69139a1e95
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Support instancing in GLTracer
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7 years ago |
Kirill Vainer
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259694605e
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Support GLTracer and GL debug in Android
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7 years ago |
Kirill Vainer
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406c3144d8
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Use correct HALF_FLOAT constant for GLES
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7 years ago |
Nehon
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d606c30a52
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Used IndexBuffer instead of the ByteShortIntBufferReader and removed the class
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7 years ago |
Kirill Vainer
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bf18ef3048
|
Use MPOs for skinning
|
7 years ago |
Kirill Vainer
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7f8fa4d74c
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Fix depth texture support in OpenGL ES 2.0
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7 years ago |
javasabr
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0a9a76e46d
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missed one collection
|
7 years ago |
javasabr
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94f542912b
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Fixed NPE and ConcurrentModificationException during cloning TechniqueDef.
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7 years ago |
Nehon
|
32b947a0ac
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Fixed an issue where loaded glTF models couldn't use software skinning
|
7 years ago |
Nehon
|
510562a62d
|
Fixed a crash when loading a gltf file where textures has no sampler entry.
Also adapted how the light map is handled
|
7 years ago |
Nehon
|
5e79ae3c36
|
fix bad import in Mesh
|
7 years ago |
Nehon
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1bdebd5505
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Added support for attachment nodes.
JME now supports byte buffers for index buffer
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7 years ago |
Nehon
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f14acf305b
|
Added support for extensions, implemented PBR spec gloss extension
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7 years ago |
Nehon
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ea6c406979
|
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
|
7 years ago |
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.
|
7 years ago |
Rémy Bouquet
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6b3093aa3e
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GLTF: armature loading.
|
7 years ago |
Rémy Bouquet
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b129d2954f
|
Added a better skeleton debugger
|
7 years ago |
Nehon
|
40c4f7936d
|
Implemented texture loading and PBR metalness/roughness pipeline support
Fixed some mesh loading issues.
|
7 years ago |
Nehon
|
7951f5a987
|
Gltf loader can load mesh data and scene structure.
|
7 years ago |
empirephoenix
|
50eaa34143
|
Update ParticleEmitter.java
allow easy manipulation of particleemmite via subclasses
|
7 years ago |
javasabr
|
fac8266b5c
|
fixed two problems with asset manager:
1. can't load classes from asset class loaders.
2. can't load resources from asset class loaders.
|
7 years ago |
b00nation
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06b23ec6ca
|
Fixed: If Instancing is activated you only see shadows
When the pbr material was introduced someone forgot to keep the instancing in mind which uses :
ViewProjectionMatrix
ViewMatrix
I added these.
|
7 years ago |
Nehon
|
de009e2ea7
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Added the Glow technique to PBR material so that it can work with the bloom filter.
|
7 years ago |
Sebastian Weiß
|
3a7dedeba0
|
formatting, as always :(
|
7 years ago |
Sebastian Weiß
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28e4c9848f
|
Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted.
|
7 years ago |
Alexandr Brui
|
6785087057
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Added a possibility to resize env cameras. (#699)
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7 years ago |
Alexandr Brui
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3058c218c5
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Added missed imports. (#691)
Used GLSL compat on the post shadow filter
|
7 years ago |
Alexandr Brui
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10bc250db7
|
Fix of the one parameter of shadows render. (#688)
* fixed applying the render back faces shadows option during creating a shadow filter.
|
7 years ago |