Nehon
510562a62d
Fixed a crash when loading a gltf file where textures has no sampler entry.
...
Also adapted how the light map is handled
7 years ago
Nehon
bed3cc8a17
Some clean up
7 years ago
Nehon
7166906908
Added support for loading "extras" from gltf files. Added some documentation
7 years ago
Nehon
5e79ae3c36
fix bad import in Mesh
7 years ago
Nehon
cac51f542a
Added support for packed float data
7 years ago
Nehon
01b48e0357
fixed an issue with transform matrix reading
7 years ago
Nehon
ad03eab01d
Fix an issue with material adpater
7 years ago
Nehon
1bdebd5505
Added support for attachment nodes.
...
JME now supports byte buffers for index buffer
7 years ago
Nehon
d6c74dbf37
Added camera support
7 years ago
Nehon
f14acf305b
Added support for extensions, implemented PBR spec gloss extension
7 years ago
Nehon
e9869e5298
Added support for base64 embed data and Images
7 years ago
Nehon
285d6bb86c
Pad data when animation doesn't start at 0.
7 years ago
Nehon
94277ac286
Model can now be loaded keeping the specific pose of the skeleton in the file.
7 years ago
Nehon
de78c8deb6
Properly Read and use inverseBindMatrices for skeleton bind pose.
7 years ago
Nehon
225afd0f92
Compute the 4 more weighted bone index for skin animation when there are several Joint buffers for a mesh.
7 years ago
Nehon
911d8d77ef
Actually commit the right file...
7 years ago
Nehon
63faeeae87
Some code cleanup
7 years ago
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.
7 years ago
Nehon
ea6c406979
Implemented bone animation. This is still in WIP state, currently working for the most simple cases.
7 years ago
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.
7 years ago
Rémy Bouquet
6b3093aa3e
GLTF: armature loading.
7 years ago
Rémy Bouquet
b129d2954f
Added a better skeleton debugger
7 years ago
Nehon
42aec10020
Gltf Spatial animation loading
7 years ago
Nehon
4daa0b5d9b
Generates mikkt space tangents when a geometry has no tangent bufer but uses a material with a normal map
7 years ago
Nehon
40c4f7936d
Implemented texture loading and PBR metalness/roughness pipeline support
...
Fixed some mesh loading issues.
7 years ago
Nehon
3bbfabed5e
Gltf: added support for PBR colored material
7 years ago
Nehon
7951f5a987
Gltf loader can load mesh data and scene structure.
7 years ago
empirephoenix
50eaa34143
Update ParticleEmitter.java
...
allow easy manipulation of particleemmite via subclasses
7 years ago
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.
7 years ago
Kirill Vainer
abab0a553f
Try to fix JDK7 error ( #706 )
7 years ago
Kirill Vainer
725983d99e
Fix AppVeyor
7 years ago
appveyor
8f1316ce4e
[ci skip] bullet: update windows natives
7 years ago
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.
7 years ago
Kai Boernert
6dddb6d418
added missing header function
7 years ago
Kai Boernert
96b355e38c
added inertia manipulating methods
7 years ago
travis-ci
ec6c32ecdc
[ci skip] bullet: update osx natives
7 years ago
travis-ci
e12261eaa5
[ci skip] bullet: update linux natives
7 years ago
Riccardo Balbo
af60797efd
Update to bullet 2.86.1 ( #698 )
7 years ago
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.
7 years ago
javasabr
642b9f4d39
added dependences to native libs
7 years ago
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.
7 years ago
Nehon
de009e2ea7
Added the Glow technique to PBR material so that it can work with the bloom filter.
7 years ago
Julien Gouesse
0dc65efc25
Merge pull request #701 from shamanDevel/opencl-gc-patch
...
Fix for OpenCLObjectManager
7 years ago
Sebastian Weiß
3a7dedeba0
formatting, as always :(
7 years ago
Sebastian Weiß
28e4c9848f
Removed call to Runtime.getRuntime().gc() every 10 frames, added call to Reference.clear() when an object is explicitly deleted.
7 years ago
Alexandr Brui
6785087057
Added a possibility to resize env cameras. ( #699 )
7 years ago
Alexandr Brui
6e5e85f7ac
Update the water filter ( #693 )
...
WaterFilter now serializes the different textures textures, and can optionally serialize the reflection scene
7 years ago
Alexandr Brui
3058c218c5
Added missed imports. ( #691 )
...
Used GLSL compat on the post shadow filter
7 years ago
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.
7 years ago
empirephoenix
b21cff5cfa
Merge pull request #687 from JavaSaBr/fix_lwjgl_buffer_2
...
added synchronizing during freeing memory from a deallocator.
7 years ago