6460 Commits

Author SHA1 Message Date
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.
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
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. 2017-08-31 21:39:54 +02:00
Rémy Bouquet
6b3093aa3e GLTF: armature loading. 2017-08-31 21:39:54 +02:00
Rémy Bouquet
b129d2954f Added a better skeleton debugger 2017-08-31 21:39:54 +02:00
Nehon
42aec10020 Gltf Spatial animation loading 2017-08-31 21:39:54 +02:00
Nehon
4daa0b5d9b Generates mikkt space tangents when a geometry has no tangent bufer but uses a material with a normal map 2017-08-31 21:39:54 +02:00
Nehon
40c4f7936d Implemented texture loading and PBR metalness/roughness pipeline support
Fixed  some mesh loading issues.
2017-08-31 21:39:54 +02:00
Nehon
3bbfabed5e Gltf: added support for PBR colored material 2017-08-31 21:39:54 +02:00
Nehon
7951f5a987 Gltf loader can load mesh data and scene structure. 2017-08-31 21:39:54 +02:00
empirephoenix
50eaa34143 Update ParticleEmitter.java
allow easy manipulation of particleemmite via subclasses
2017-08-31 21:39:54 +02:00
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.
2017-08-31 21:39:54 +02:00
Kirill Vainer
abab0a553f Try to fix JDK7 error (#706) 2017-08-31 21:39:54 +02:00
Kirill Vainer
725983d99e Fix AppVeyor 2017-08-31 21:39:54 +02:00
appveyor
8f1316ce4e [ci skip] bullet: update windows natives 2017-08-31 21:39:54 +02:00
b00nation
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.
2017-08-31 21:39:54 +02:00
Kai Boernert
6dddb6d418 added missing header function 2017-08-31 21:39:54 +02:00
Kai Boernert
96b355e38c added inertia manipulating methods 2017-08-31 21:39:54 +02:00
travis-ci
ec6c32ecdc [ci skip] bullet: update osx natives 2017-08-31 21:39:54 +02:00
travis-ci
e12261eaa5 [ci skip] bullet: update linux natives 2017-08-31 21:39:54 +02:00
Riccardo Balbo
af60797efd Update to bullet 2.86.1 (#698) 2017-08-31 21:39:54 +02:00
Dennis
02bc779866 Update com_jme3_bullet_objects_PhysicsRigidBody.cpp (#702)
* Update com_jme3_bullet_objects_PhysicsRigidBody.cpp

From docu here: http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Activation_States
..
ACTIVE_TAG
    Means active so that the object having the state could be moved in a step simulation. This is the "normal" state for an object to be in. Use btCollisionObject::activate() to activate an object, not btCollisionObject::setActivationState(ACTIVATE_TAG), or it may get disabled again right away, as the deactivation timer has not been reset. 
..

* Update com_jme3_bullet_objects_PhysicsRigidBody.cpp

Settin RigidBody kinematic and then back dynamic will leave activation state to disabled causing the object never fall to sleep.
2017-08-31 21:39:54 +02:00
javasabr
642b9f4d39 added dependences to native libs 2017-08-31 21:39:54 +02:00
javasabr
97efa6be65 We need to update lwjgl from 3.0.0 to 3.1.0(3.1.2 requires to change code), because start from the version they use other solution with native libraries and other user can overwrite these dependences from jME. 2017-08-31 21:39:54 +02:00
Nehon
de009e2ea7 Added the Glow technique to PBR material so that it can work with the bloom filter. 2017-08-08 19:44:55 +02:00
Julien Gouesse
0dc65efc25 Merge pull request #701 from shamanDevel/opencl-gc-patch
Fix for OpenCLObjectManager
2017-08-07 01:20:26 +02:00
Sebastian Weiß
3a7dedeba0 formatting, as always :( 2017-08-06 16:31:13 +02:00
Sebastian Weiß
28e4c9848f Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted. 2017-08-06 16:27:16 +02:00
Alexandr Brui
6785087057 Added a possibility to resize env cameras. (#699) 2017-08-05 16:01:50 +02:00
Alexandr Brui
6e5e85f7ac Update the water filter (#693)
WaterFilter now serializes the different textures textures, and can optionally serialize the reflection scene
2017-07-31 22:48:53 +02:00
Alexandr Brui
3058c218c5 Added missed imports. (#691)
Used GLSL compat on the post shadow filter
2017-07-27 16:27:41 +02:00
Alexandr Brui
10bc250db7 Fix of the one parameter of shadows render. (#688)
* fixed applying the render back faces shadows option during creating a shadow filter.
2017-07-23 17:51:23 +02:00
empirephoenix
b21cff5cfa Merge pull request #687 from JavaSaBr/fix_lwjgl_buffer_2
added synchronizing during freeing memory from a deallocator.
2017-07-23 16:12:33 +02:00
NemesisMate
edd9a78291 Added alpha blending option to terrain lightings to allow alpha stencil textures. (#689)
Updated Terrain materials to allow diffuse textures with alpha
2017-07-23 14:10:33 +02:00
javasabr
a50b1f1d2f added synchronizing during freeing memory from a deallocator. 2017-07-23 11:42:28 +03:00
empirephoenix
c6f1da0602 Merge pull request #684 from JavaSaBr/fix_lwjgl_buffer
added support multi-threading allocations for LWJGL Buffer Allocator.
2017-07-18 21:49:53 +02:00
Nehon
6ed4abf29e ShaderNodes: changed the way condition are used for variable declaration.
Before each input (attribute, varying or uniform) depending on a define was declared inside a #ifdef statement, it appears that most compiler will optimize out any input that has not been set so this computation was useless and costly and the code to to it was kind of ugly.
So basically now it's only done in very particular cases when it's really needed.
2017-07-18 21:09:19 +02:00
javasabr
51876d6ada to prev. 2017-07-16 11:42:26 +03:00
javasabr
76cd4e6eca added support multi-threading allocations for LWJGL Buffer Allocator. 2017-07-16 11:38:31 +03:00
Nehon
85dc89b0aa Shader Nodes: changed the way uniforms were replaced in the code, they are now assigned as any other input except for samplers that can't be assigned. 2017-07-16 00:03:05 +02:00
Nehon
385d2caeed Shader Nodes: Shader compatibility for texture function is now handled at generation time 2017-07-16 00:03:05 +02:00
Alexandr Brui
8abf23b2f2 Added missed gl versions (#680)
* Added missed GL versions and Caps.

* Added supporting 3.3, 4.0, 4.1, 4.2, 4.3, 4.4 and 4.5 GL core profiles.
2017-07-14 14:25:57 +02:00
empirephoenix
b56c9c79fc Merge pull request #679 from stephengold/master
testcases and fix for issue #357
2017-07-13 12:44:45 +02:00
empirephoenix
a2d7ec7f95 Merge pull request #683 from jmecn/master
Fix typo on LightPosition and LightDirection
2017-07-13 09:08:34 +02:00
Yan
22d73a57cd Update UniformBinding.java
fix typo
2017-07-13 15:06:33 +08:00
Yan
e67cb0b0a9 Merge pull request #1 from jMonkeyEngine/master
update to jMonkeyEngine master
2017-07-13 15:04:25 +08:00
Nehon
54f283e8d2 Fixed an issue where the color space of a texture mat param was disregarded when loaded from a j3o. 2017-07-08 23:39:05 +02:00
Nehon
debd62ee87 Display generated source in the ShaderNode test 2017-07-08 14:06:56 +02:00
Nehon
5ac5731ebf Better error reporting when loading shaderNodeDefinition 2017-07-08 14:06:56 +02:00