Commit Graph

699 Commits (efd47c4347ef8f2d69f5be6dad2c6cf862773c08)

Author SHA1 Message Date
Nehon d17bdb6485 BatchNode and GeometryBatchFactory now can handle normalized buffers. 10 years ago
Hannes Nevalainen 3d6656463e Move update logic into DefineList. 10 years ago
Nehon 124b5e51da Fix an issue in the ShaderGenerator where it was unable to find the main function in a shader source when there were additional spaces. 10 years ago
Nehon d33853d393 MaterialDebugAppState now properly applies renderStates 10 years ago
Rena4ka f28c31d851 Fix and extend FBX file loader 10 years ago
Hannes Nevalainen b74e501fac fromIntARG and fromIntRGBA now returns self. 10 years ago
tort32 e5002c1428 Implemented FBX file loader 10 years ago
Nehon b7433b99f7 Fixed issue in SkeletonControl applySkinningTangents where weight data index was not converted to unsigned byte. 10 years ago
pspeed42 2d549ea833 Modified to keep its projectionMatrixOverride around 10 years ago
pspeed42 ed443bcfa2 Modified Camera.setClipPlane() to avoid garbage 10 years ago
pspeed42 e0ee685466 Added a second vect4f to tempvars so renamed the 10 years ago
pspeed42 079c4c6482 Only allocate the array list when there are results. 10 years ago
pspeed42 c98a348fd2 Was a little overzealous in my Float conversion and 10 years ago
pspeed42 3cf0e35a17 Added a setFloat() that takes a Float to avoid 10 years ago
pspeed42 c0465b73a8 Added a newFrame() method to UniformBindingManager 10 years ago
pspeed42 852ae28605 Removed the redundant camera.update() calls. 10 years ago
pspeed42 5d6d2b9bd7 Commented out the onFrameChange() in update() because 10 years ago
pspeed42 efd6f0bf66 Avoid per-render iterator allocations by using the 10 years ago
pspeed42 6625e572f5 Keep the scene and processor lists as SafeArrayList 10 years ago
pspeed42 34b4eebb81 Avoid allocation of a temporary float[] array 10 years ago
pspeed42 28adc784a9 Allow the center to be set without creating a 10 years ago
pspeed42 97b8cb7435 Let triangle intersections fall right on the edge 10 years ago
abies a6827ead5a Revert "Utility methods for getting arbitrary properties for triangles from mesh buffers" 11 years ago
abies f80d6474a4 Utility methods for getting arbitrary properties for triangles from mesh buffers 11 years ago
pspeed42 1b0f6d0f59 Fix for proper collision distance based on 11 years ago
pspeed42 0633c0c5bc Fixed an accidental sharing of temp vars vects 11 years ago
pspeed42 d5e20d53d0 Implemented accurate bounding sphere to triangle 11 years ago
pspeed42 1ad6a57b32 Added a version of createFloatBuffer that takes 11 years ago
Jan Ivenz dacaaa5477 Fixed clamp method in ColorRGBA. 11 years ago
pspeed42 216f874175 Added support for instancing at the mesh level. 11 years ago
pspeed42 cce7b0f6de More tab eradication. 11 years ago
pspeed42 9b8b730c44 Added a license header. 11 years ago
Paul Speed 1a4f07b36a Fixing tabs to spaces. 11 years ago
Hannes Nevalainen 9027b748eb Update javadoc for screen blend mode. 11 years ago
Hannes Nevalainen ccb946e65d Add Screen blend mode. 11 years ago
Christian Gärtner 33c9e6041b [Bounding] Minor JavaDoc fix 11 years ago
Nehon 7356b727c3 Instancing now works with Lighting material, and shadows are supported with instanced geometries 11 years ago
Nehon a11bfa5e63 Fixed a bug where grouped geom were rendered in shadow pre-pass because they were still in the shadow cast queue 11 years ago
shadowislord fa41da59a4 * Fix outstanding cloning related issues in InstancedNode 11 years ago
shadowislord 6ddc68278b * Make sure InstancedGeometry is non-batchable spatial 11 years ago
shadowislord 4ae99f9d5d * Fix incorrect reset of Geometry members after cloning 11 years ago
shadowislord 4fdce777b5 * Fix ParticleEmitter.control reference which became incorrect after cloning 11 years ago
shadowislord 564a08672f * Remove InstancedNode.setCullHint(CullHint.Never) from TestInstancedNode example as it is not neccessary 11 years ago
shadowislord eee43b470e * Added InstancedNode: easy to use instancing with similar API to BatchNode. The underlying scene graph will be automatically optimized so instancing is used as much as possible, thus reducing number of draw calls and improving performance. Unlike BatchNode, it does not copy the geometry's mesh around, but only its transform. In order for it to work, it requires the Renderer to support the GeometryInstancing capability. 11 years ago
shadowislord 52b93ba933 * Made Geometry.associate/unassociate To/From GroupNode methods public so they can be GeometryGroupNode implementations outside the com.jme3.scene package 11 years ago
shadowislord 5b7a408bcc * Fix issue where BatchNode.clone() would still re-use the previous BatchNode's data structures 11 years ago
shadowislord ef1e69c182 * Instanced objects are now considered a single object when generating rendering statistics 11 years ago
Blay09 ce1eba944e Fix error dialog being displayed in a headless context. 11 years ago
neph1 8738f961ea This is the long-overdue initial check in of KinematicRagdollControl with IK support. It also contains some modifications to Bone. Tested with TestBoneRagdoll to ensure backwards compatibility. Please review. 11 years ago
neph1 ed6256ef47 Fix for handling multiple channels in AnimationEvent 11 years ago