Commit Graph

3531 Commits (e8d38b75f9452d05753ccf27c0c5908b71c5cad6)
 

Author SHA1 Message Date
ShA..Rd ada98f7033 * AppState documentation improvements according to issue 589 12 years ago
ShA..Rd 7e6534c1b7 * UnshadedArray shader will attempt to enable the relevant texture array extensions, otherwise it shouldn't work at all (don't know why it did) 12 years ago
ShA..Rd 1aa0f9d7bd * LwjglRenderer adds capability for texture array support if OpenGL 3 is available 12 years ago
ShA..Rd fbac631160 * TextureArray constructor ensures all images passed to it have the same format and dimensions, otherwise an IllegalArgumentException is thrown 12 years ago
ShA..Rd 1f27804716 * Fix issue where lighting shader would not compile when vertex lighting is used (due to recent HW skinning changes) 12 years ago
rem..om 198adb0753 Fixed NPE in water filter when setting the reflection mapsize before the filter has been initialized 12 years ago
rem..om 9b33c7c851 Removed debugging system out from animChannel 12 years ago
rem..om 6470f44c97 Added a test case for Hardware Skinning 12 years ago
bre..om ff4c38e20a TerrainLodControl now refreshes when first added to the scene 12 years ago
phr00t 8cb1a8ed9e Updated native bullet builds to v2.81 for Linux & Windows (both 32 & 64 bit). MacOSX remains at v2.80 for the time being. This resolves swapped physics ray test source & destination arguments & other crashing issues. 12 years ago
sha..RD 0f21f19735 * Mesh.prepareForAnim() is now much smarter about what to do. It won't convert the buffers unless absolutely necessary and apply the proper usages to the buffers as needed. 12 years ago
sha..RD b6afd61ef0 * Lighting shader now supports HW skinning 12 years ago
sha..RD d9e3af1795 * Unshaded material now supports HW skinning 12 years ago
sha..RD c21b60fbe7 HW Skinning 12 years ago
sha..RD 8c1e5c9cf9 * Set AndroidHarness contentView to a TextView (not GLSurfaceView) onDestroy(), perhaps it will help with OOM issues 12 years ago
sha..RD 281f9b6c20 * Fix various issues with HW skinning state in SkeletonControl. setHardwareSkinningPreferred(boolean) can be used to request HW skinning, and isHardwareSkinningUsed() to see if its actually being used or not. 12 years ago
sha..RD b0f2e17db2 * List of native objects in NativeObjectManager is now a HashSet instead of an ArrayList, for faster add/remove calls 12 years ago
sha..RD 5e6b9a3746 * Fix use of deprecated Box constructor in TestBox 12 years ago
rem..om 44a77537ce Fixed HWSkinning initialization that was not properly falling back to software when HW skinning was not available 12 years ago
sha..RD bd9f389108 * Added joystick mappings for wireless Xbox 360 controller. Back shoulder buttons are not supported because its not possible to convert axis into button at the moment. 12 years ago
sha..RD 07a459555d * Added test to demonstrate what happens to a deleted texture when trying to use it with OpenGL 12 years ago
Sha..om 3195940994 * Fixed issue 590 (Uniform.setVector4Length() re-allocating buffer even when not needed) 12 years ago
Sha..om c972861331 * Fixed issue 583 (Matrix4f.multAcross() not working correctly) 12 years ago
iwg..om 8bc322e651 SDK: Android: Removed verbose setting when copying project libs to mobile/libs 12 years ago
iwg..om 086b241ea4 SDK: Android: Changed mobile-impl.xml to avoid pre-dexing external jar files. 12 years ago
bre..om 2b9f2dc7b3 removed sysout from AnimChannel 12 years ago
rem..om 1e2dc1486b formatting of MeshLoader before an upcomming change 12 years ago
rem..om eb5525e581 Hardware Skinning first commit, still non functionnal as no material implements it. also it's disabled by default in the skeleton control 12 years ago
rem..om e34d483973 Cleaned up SimpleWater uniform and varyings to not systematically use vec4 for no reason. 12 years ago
rem..om 761fe60388 Added missing getters for SimpleWaterProcessors 12 years ago
Kae..pl f8c256d127 Feature: added scale retreive methods to Matrix4f. 12 years ago
bre..om 0ffe547d5a test case showing soft particle issues, they end up quite hard... 12 years ago
PSp..om e7aa7eb627 Modified maxLocal and minLocal to return 'this' to 12 years ago
nor..67 ffd8c72c66 - slightly improve AbstractPhysicsControl flow 12 years ago
bre..om 61641eaaf5 reenabled the terrain paint button 12 years ago
Kae..pl 4f104e4200 Bugfix: (hopefully) final fixes to armature applying to models without applied transformations (+ removing unused pieces of code) 12 years ago
Kae..pl e282db0f7f Minor fixes to armature loading. 12 years ago
sha..RD a725516f00 * Fine, Eric. 12 years ago
sha..RD cb0a2ed1cd * Throw UnsupportedOperationException if multiple FBO color attachments are used on Android (only a single attachment, GL_COLOR_ATTACHMENT0, is supported) 12 years ago
sha..RD 27bf244729 * Added glGetError() checks after every GL call (its ugly, I know, but it helps with debugging). Added option to disable it with constant on RendererUtil.ENABLE_ERROR_CHECKING. 12 years ago
sha..RD 9f4f321098 * Semi-colon. 12 years ago
sha..RD 30c7347cdf * If the render buffer storage format is 0 (not supported), throw exception instead of passing invalid enum to a GL call 12 years ago
sha..RD bcf3b7e7b6 * Added proper checks for RGBA8 support. All formats now specify the renderBufferInternalFormat 12 years ago
rem..om 01e2403f6c Changed TestBatchNodeTower so that it doesn't use deprecated stuff anymore 12 years ago
rem..om ecc35e84c5 Shadows, enhanced TestShadowsPerf 12 years ago
rem..om 74a91559aa Shadows Fixed issue where the new stabilization code was making black bandings when no object was in a split. 12 years ago
rem..om 85b4605229 Shadows Fixed issue where Edge filtereing was not properly initialized and was causing a crash when compiling the shader 12 years ago
iwg..om ba8f8db23c Android: 12 years ago
Zer..om 9c91d8c8e1 Fixed a bug where if you started a new animation from the animation complete callback of another animation no event was triggered at the end of the new animation. 12 years ago
rem..om b5014c5fbc Implemented stable shadows for DirectionalLightShadowRenderer 12 years ago