1006 Commits

Author SHA1 Message Date
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
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.
Also adapted how the light map is handled
2017-09-02 23:51:52 +02:00
Nehon
5e79ae3c36 fix bad import in Mesh 2017-08-31 21:39:54 +02:00
Nehon
1bdebd5505 Added support for attachment nodes.
JME now supports byte buffers for index buffer
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
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
40c4f7936d Implemented texture loading and PBR metalness/roughness pipeline support
Fixed  some mesh loading issues.
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
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
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
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
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
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
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