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.
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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
NemesisMate
4251d70b75
Fixed softkeyboard's (simulated) backspace not being recognized ( #714 )
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The fix assumes that if a key-event's device is not recognized and the soft-keyboard is open, it is a touch-input event.
2017-09-21 15:28:47 -04:00
Alexandr Brui
fb99ca90b1
fixed NPE. ( #737 )
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* 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.
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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.
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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
b56e321218
Avoid calculating whitepoint for each sample for HDR ( #722 )
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* Avoid calculating whitepoint for each sample for HDR
2017-09-17 23:03:39 -04:00
Kirill Vainer
6127f7eb7a
Miscellaneous OpenGL ES fixes ( #720 )
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* 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
4b4cf62008
Merge pull request #734 from stephengold/master
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test and fix for issue #651 (inverted rotation in Sky.vert)
2017-09-17 05:41:55 -07:00
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
Nehon
2b014d194c
glTF. support for glb files (binary self contained gltf)
2017-09-15 20:14:58 +02:00
Stephen Gold
ff75671162
Merge pull request #725 from stephengold/master
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test and fix for issue #710 (phantom triangles in mesh collision)
2017-09-15 11:09:43 -07:00
Stephen Gold
adb52c5cc8
test and fix for issue #710 (phantom triangles in a mesh collision)
2017-09-11 19:20:39 -07:00
Kirill Vainer
9472c6dc81
Try to fix Travis-CI buffer overflow on JDK7 ( #721 )
2017-09-09 13:39:46 -04:00
Nehon
21fbaf8f11
glTF: prevent direct loading of .bin files.
2017-09-09 18:34:03 +02:00
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
381d69ccb7
Support LWJGL 3.1.2
2017-09-09 14:34:08 +02:00
Kirill Vainer
7f8fa4d74c
Fix depth texture support in OpenGL ES 2.0
2017-09-09 14:33:59 +02:00
Nehon
e09a5a5b09
glTF: fixed data reading to properly support interleaved data.
2017-09-09 14:31:54 +02:00
empirephoenix
0bc6c64311
Merge pull request #716 from JavaSaBr/fixed_problem_with_clonning_shader_info
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Missed one collection
2017-09-05 17:07:41 +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
bed3cc8a17
Some clean up
2017-08-31 21:39:54 +02:00
Nehon
7166906908
Added support for loading "extras" from gltf files. Added some documentation
2017-08-31 21:39:54 +02:00
Nehon
5e79ae3c36
fix bad import in Mesh
2017-08-31 21:39:54 +02:00
Nehon
cac51f542a
Added support for packed float data
2017-08-31 21:39:54 +02:00
Nehon
01b48e0357
fixed an issue with transform matrix reading
2017-08-31 21:39:54 +02:00
Nehon
ad03eab01d
Fix an issue with material adpater
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
d6c74dbf37
Added camera support
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
e9869e5298
Added support for base64 embed data and Images
2017-08-31 21:39:54 +02:00
Nehon
285d6bb86c
Pad data when animation doesn't start at 0.
2017-08-31 21:39:54 +02:00
Nehon
94277ac286
Model can now be loaded keeping the specific pose of the skeleton in the file.
2017-08-31 21:39:54 +02:00
Nehon
de78c8deb6
Properly Read and use inverseBindMatrices for skeleton bind pose.
2017-08-31 21:39:54 +02:00
Nehon
225afd0f92
Compute the 4 more weighted bone index for skin animation when there are several Joint buffers for a mesh.
2017-08-31 21:39:54 +02:00
Nehon
911d8d77ef
Actually commit the right file...
2017-08-31 21:39:54 +02:00
Nehon
63faeeae87
Some code cleanup
2017-08-31 21:39:54 +02:00
Nehon
4d78a5aef8
Gltf: all demo case of bone animation are now covered.
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Though, this put in light a bug in our animation system that needs more work to get fixed.
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