1231 Commits

Author SHA1 Message Date
Stephen Gold
950721f926 Uniform.java: avoid ClassCastException when overriding Vector4 params 2017-12-27 20:51:40 +01:00
Nehon
0d8b86b66f Add default config for glb loader 2017-12-24 22:16:18 +01:00
Nehon
fc8135412f Fixes normal lighting in world space for PBR 2017-12-18 17:43:57 +01:00
Nehon
435f2d4d05 Prevents NaN time when animation length is 0 (case of a pose) 2017-12-17 18:46:46 +01:00
Nehon
1b2cc6a63b SkeletonControl now falls back to software skinning when there are more than 255 bones instead of crashing when the shader compiles. 2017-12-10 19:56:32 +01:00
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
2017-12-02 13:29:10 +01:00
Stephen Gold
e0230a4b12 roll back PR 746 (worldTransform to identity) in master branch 2017-12-02 09:04:06 +01:00
Nehon
5c9ef17e73 Fixes ReflectionAllocator for android 2017-12-01 08:41:59 +01:00
Nehon
96836de6e8 Prevents attachement nodes to have the NumBone parameter set 2017-11-28 08:48:09 +01:00
javasabr
06599d1eac fixed the constructor. 2017-11-28 08:25:41 +01:00
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.
2017-11-28 08:25:41 +01:00
javasabr
43b52cb77c Fixed finding definitions during material loading. 2017-11-27 11:37:37 +01:00
javasabr
a717a5e50f fixed NPE during loading shader node material without vertex nodes. 2017-11-27 08:42:34 +01:00
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. 2017-11-26 15:28:17 +01:00
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. 2017-11-26 13:20:00 +01:00
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
2017-11-26 13:19:33 +01:00
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.
2017-11-26 13:19:33 +01:00
Nehon
2120c9d334 Attempt to fix a direct memory deallocation crash on android 2017-11-26 10:35:33 +01:00
Nehon
87cfae6d7b Fixed InstancedGeometry shadow mode 2017-11-25 15:03:00 +01:00
javasabr
9578b0410e extended some things from shader node system. 2017-11-12 19:01:24 +01:00
javasabr
839ffdd4f2 fixed the problem with saving/loading light probes. 2017-11-07 18:56:40 +01:00
Stephen Gold
47a46a8250
Merge pull request #763 from stephengold/master
fix issue #762 (WireSphere generates parallels with wrong radii)
2017-11-07 09:50:00 -08:00
Nehon
e4b6bf82a2 Better PBR env map generation 2017-11-05 23:52:22 +01:00
Stephen Gold
3328f2a3a7 fix issue #762 (WireSphere generates parallels with wrong radii) 2017-11-04 16:54:50 -07:00
Nehon
171007693b De duplicate imports when generating a shader from shader nodes 2017-10-28 18:16:17 +02:00
javasabr
ec121f025f simplified version. 2017-10-13 08:08:55 +02:00
javasabr
b9e3788ffa fixed NPE when you try to remove an unused asset loader. 2017-10-13 08:08:55 +02:00
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.
2017-10-01 20:48:38 -04:00
Stephen Gold
2632c3227c fix issue #749: NPE in CollideIgnoreTransformTest 2017-10-01 00:12:43 -07:00
Stephen Gold
083f21d6a2 FlyByCamera: comments, annotations, & imports; address GitHub issue #697 2017-09-27 21:26:59 -07:00
Stephen Gold
8a5da0eb0e Geometry: set worldTransform to identity if ignoreTranform is true 2017-09-23 14:36:01 -07:00
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 989c7926df8d1bccb635b97f55da7c05bfad60ad.
2017-09-22 13:51:49 -04:00
Stephen Gold
e4bfe8a80d testcase & fix for issue #744: collideWith() versus setIgnoreTransform() 2017-09-22 09:36:52 -07:00
Nehon
37e4d4d564 PBR: Applied band factor to sh coefficient.
Regenrerated the default probe in test data
better gloss / spec pipeline
2017-09-22 17:58:29 +02:00
Alexandr Brui
66137d53b8 added auto closing readers. (#738) 2017-09-21 15:33:12 -04:00
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) 2017-09-21 15:30:58 -04:00
Alexandr Brui
fb99ca90b1 fixed NPE. (#737)
* fixed NPE.
* changed the if condition.
2017-09-21 15:27:18 -04:00
Nehon
97fe9cc49c PBR properly normalize tangent frame 2017-09-20 07:59:38 +02:00
Nehon
c00407da33 PBR : Removed specularColor contribution from direct lighting specular. 2017-09-18 23:00:57 +02:00
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.
2017-09-18 11:14:45 +02:00
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
2017-09-18 11:14:45 +02:00
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
2017-09-17 23:00:29 -04:00
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