Nehon
ec8e7d6713
The LightProbe is now treated apart from other lights in the rendering pass as the Ambient light is and is always rendered on the first pass if there are several passes.
2015-11-19 22:33:45 +01:00
Nehon
6c2396f023
Used the proper Lod finction in the reflect debug material
2015-11-19 19:05:53 +01:00
Nehon
f010f1be59
Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps.
2015-11-19 19:05:20 +01:00
Nehon
31d271d972
Changed the way indirect lighting is toggled on or of, there was silly problems with previous commit.
2015-11-19 19:04:14 +01:00
Nehon
e438ad0928
LightProbe maps can now be re rendered in the engine and in the SDK
2015-11-19 11:39:41 +01:00
Nehon
20ec2f0797
Merge branch 'master' into PBRisComing
2015-11-18 15:07:48 +01:00
Nehon
822d327236
Image now properly save it's colorSpace when saved
2015-11-18 15:06:58 +01:00
Nehon
d92171b153
Fixed LightProbe Saving and Loading
2015-11-18 13:54:26 +01:00
Nehon
667afa9ef3
SDK : the probe radius is now a dashed lines cirle
2015-11-18 10:34:38 +01:00
Nehon
aa067ef60d
Merge branch 'master' into PBRisComing
2015-11-17 14:55:36 +01:00
Nehon
ad4634ce04
.hdr files are now loaded in sRGB color space as there is no reason it should be loaded in linear space.
2015-11-17 14:54:59 +01:00
Nehon
7734492c66
Some cleanup
2015-11-17 14:38:46 +01:00
Nehon
0929bb2845
Added a way to change the lightProbe radius in the property panel
2015-11-17 14:37:12 +01:00
Nehon
49c6705bcc
Better LightProbe radius shape
2015-11-17 14:36:24 +01:00
Nehon
866bf8d694
Added a light gizmo for light probe. Refactored the way light markers were done
2015-11-17 12:21:30 +01:00
Paul Speed
d57147e392
A small optimization. The BitmapTextPage does not
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require custom updates so it now signifies that.
2015-11-17 02:39:46 -05:00
Paul Speed
cde35a005a
Just fixing an indent.
2015-11-17 01:46:38 -05:00
Paul Speed
31cab674b3
Removing the dodgy 'optimization' that broke some people and caused other 'makeup' changes to better support the dodginess.
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(And I do realize I have the benefit of analyzing the aftermath, hindsight is 20/20, etc.) Included a big long comment about the right way to implement this optimization.
2015-11-16 03:03:53 -05:00
Paul Speed
3a4624a5fe
Added a bunch of javadoc and changed the names of one of the
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method sets to be a little less confusing.
2015-11-16 02:38:45 -05:00
Paul Speed
95aa2d72d0
Added a basic RMI service that uses the RPC service.
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I'll add some more javadoc in a sec.
2015-11-16 02:04:31 -05:00
Paul Speed
95603c46c4
Added a better check. The old one had the side-effect
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of registering the class if it wasn't already registered.
2015-11-16 02:03:27 -05:00
Nehon
ab981b76fc
Added a define to toggle indirect lighting on or off, depending if there is a light probe in the light list or not.
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However, this is not ideal, as this code will trigger a recompilation of the shader on each pass, in case there is more than 1 lighting pass.
Another way could be to multiply the indirect lighting contribution by the Ambient light color in the shader, and always perform the indirect lighting code (even without light probe).
As in the second pass ambient light is forced to 0, the indirect lighting contribution would be nullified. However we'd have to force ambient light to 0 if there are no light probe.
This would also have the nice side effect of having a way to dim or boost indirect lighting with the ambient light color.
2015-11-15 18:43:50 +01:00
Nehon
39fe8326ba
Added a progress handle for the environment map generation.
2015-11-15 08:51:59 +01:00
Paul Speed
dfe4b083f0
Added a check to try and detect the case where a server and
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a client are running on the same instance. This should cover
99% of the cases where this would come up... and the others
can't really use this service anyway and so must disable it.
2015-11-15 02:24:18 -05:00
Paul Speed
4b2f361026
Modified to skip registering the message classes if they are
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already registered. This avoids one of the issues of a client
running in the same JVM as a server that already registered these
classes. This was the easy fix.
2015-11-15 02:22:53 -05:00
Paul Speed
2c337123a9
Added a test/example of running a client and a server in the
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same JVM. a) this makes a good example of self-hosted style
LAN multiplayer games, and b) it causes the serialization bug
to show up so I can fix it. (Already fixed it and that commit
will be next... it's almost like TDD.)
2015-11-15 02:15:30 -05:00
Paul Speed
e832ad5c94
Added an isRunning() method so that other classes can
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check if the server is still running.
2015-11-15 02:14:26 -05:00
Paul Speed
17df399f68
Commented out the message class serialization and left
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a comment as to why: in 3.1 there is a default service
that automatically does this on clients.
2015-11-15 02:13:58 -05:00
Paul Speed
cea36ffc47
Added some more client-side error and connection handling
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to make a more complete example. It should now be relatively
well behaved through all normal shutdown paths.
Modified the server to gracefully close the client connections
when shutting down rather than just letting the sockets die.
2015-11-15 01:53:32 -05:00
Paul Speed
38fe771ed8
Modified the client state messages to include the chat
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instance in case we add a multi-client test.
2015-11-15 01:22:17 -05:00
Paul Speed
9e80d8a7aa
Beefing up the client server tests a little to add
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some listeners and to better report what's going on to the
console. This is in prep for making a combined test.
2015-11-15 01:20:28 -05:00
Daniel Johansson
dc0bcb5d13
Resolves #378 , adding support for detecting ARMv8 on Android.
2015-11-12 15:11:41 +00:00
Nehon
ad88fa3210
Merge branch 'master' into PBRisComing
2015-11-11 19:02:57 +01:00
Nehon
cbe87cf41f
checkGLError in LwjglOffscreenBuffer is now called only if assertions are on, as it is done in LwjglAbstractDisplay
2015-11-11 19:02:23 +01:00
Nehon
5cb72c6582
Updated the create skybox gui in the SDK so that it fits the new API and supports loading equirect Skybox maps.
2015-11-11 18:57:42 +01:00
Nehon
4726da1e41
Merge branch 'master' into PBRisComing
2015-11-11 18:57:15 +01:00
Nehon
40177c1524
Added jme3-lwjgl3/build/ to the gitignore file.... again..
2015-11-11 18:56:30 +01:00
Nehon
84e2aba9da
Initial implementation for adding a LightProbe to a scene in the SDK
2015-11-11 18:54:17 +01:00
Nehon
c76182d375
Updated the create skybox gui in the SDK so that it fits the new API and supports loading equirect Skybox maps.
2015-11-11 18:21:21 +01:00
Daniel Johansson
00e2717c7c
Fixed an issue where on linux using jme-lwjgl3 module would cause the windows dll to be loaded instead of the linux so native library.
2015-11-10 17:03:30 +00:00
Kirill Vainer
79638b7434
Merge pull request #377 from davidB/fix_opengl3
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opengl3: add GLSLCompat into Gui.j3md
2015-11-09 20:44:50 -05:00
Paul Speed
69297af414
Merge pull request #376 from Pesegato/master
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Added support to Logitech F310
2015-11-09 17:34:42 -05:00
jmekaelthas
a80051c1ce
Bugfix: very small wight values caused severe animation artifacts.
2015-11-09 22:17:39 +01:00
David Bernard
2938acec51
opengl3: add GLSLCompat into Gui.j3md
2015-11-09 21:19:59 +01:00
Pesegato
539e49e109
Added support to Logitech F310
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For both DirectInput and XInput mode. Also tentatively added support of alternate version of xbox360 controller.
2015-11-09 14:31:52 +01:00
Julien Gouesse
8752c42aa6
Merge pull request #375 from davidB/wip_jogl
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jogl: some fixes about mouse handler
2015-11-07 15:29:45 +01:00
David Bernard
836bf85630
jogl: some fixes about mouse handler
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* Y hotspot is top in jogl, and bottom in jme
* in jme when mouse is invisible it should be confined into the window (on mac it could go out of the window)
* when window doesn't has the focus the mouse should not behave like when has the focus like
* trying to re-center
* stay invisible
2015-11-07 15:22:04 +01:00
Nehon
5bd261e115
added jme3=lwjgl3/build to the gitignore file...
2015-11-06 20:49:28 +01:00
Rémy Bouquet
c348e30188
fixed a NPE in the shader node editor when the navigator panel is collapsed
2015-11-06 09:21:59 +01:00
Rémy Bouquet
45321fc7d5
Fixed an issue in material when having classic lights along with a LightProbe
2015-11-06 09:20:03 +01:00