431 Commits

Author SHA1 Message Date
Nehon
129faf00d7 Fixed warning when trying to find a srgb format for a Depth format. 2015-07-14 09:43:49 +02:00
Kirill Vainer
cad8ca4d8e Merge pull request #294 from davidB/david_gl3_mrt_unshaded
add GL3 support for Unshaded and MRT (v2)
2015-07-13 16:44:44 -04:00
Nehon
c7606ccff2 Fixed issue https://github.com/jMonkeyEngine/jmonkeyengine/issues/291 2015-07-12 20:43:54 +02:00
Nehon
95d5fdf9c5 Fixed issue https://github.com/jMonkeyEngine/jmonkeyengine/issues/252
This was due to a bug in the code where triangle data were stored after calculation.
2015-07-11 21:15:42 +02:00
Nehon
57dd2748e2 Tested if a joystick axis is not the nullAxis before assigning action to it. 2015-07-10 21:28:42 +02:00
Nehon
34220640aa Fixed how model bound were refreshed in BathNode : issue https://github.com/jMonkeyEngine/jmonkeyengine/issues/275 2015-07-06 19:01:00 +02:00
Nehon
6d1ab7af65 Redesign of the frag part of unshadedNodes so it's more modular, and can be properly used as GLSL 1.5 shader.
Added a stress test for unshadedNodes.
Changed the name of the texture parameter to textureMap in TextureFetch shaderNode as it was conflicting with the texture function used to fetch a texel from a a texture in glsl 1.5
2015-07-05 23:43:38 +02:00
David Bernard
568ee09d17 add GLSL150 compatible Unshaded 2015-07-05 20:06:07 +02:00
David Bernard
704c3f1a10 enable MRT on gl3 2015-07-05 11:39:55 +02:00
Nehon
2b8898b7b2 Here is the rest of last commit 2015-07-04 19:05:57 +02:00
Nehon
dca050b96b Added a protected modifier to getReceivers in Abstract shadow renderer
see issue https://github.com/jMonkeyEngine/jmonkeyengine/issues/212
2015-07-04 19:00:39 +02:00
Kirill Vainer
328966ba79 Merge pull request #293 from davidB/david_materiel_no_render
add TechniqueDef.noRender
2015-07-03 19:52:17 -04:00
Nehon
6d3377a2a8 Fixed Parallax without normal map in lighting.j3md 2015-07-03 23:33:19 +02:00
Nehon
485af7cf2a TextureFetch shader node now works with glgl1.5 2015-07-03 22:58:42 +02:00
David Bernard
fe72dd67dd add TechniqueDef.noRender 2015-07-03 20:49:20 +02:00
Kirill Vainer
6312f1a813 Merge pull request #287 from riccardobl/master
Fix for ZipLocator and path with the root slash
2015-06-20 13:47:46 -04:00
Kirill Vainer
37c572434c Merge pull request #277 from zzuegg/master
Added GL_MAX_VERTEX_UNIFORM_COMPONENTS
2015-06-20 13:42:37 -04:00
zzuegg
8d0c371796 Hopefully fixed 2015-06-19 23:16:24 +02:00
zzuegg
a8b3407b46 Removed empty lines 2015-06-19 23:08:00 +02:00
zzuegg
8cb2be60fe Added a switch to use VECTORS on GLES and COMPONENTS/4 on Desktop 2015-06-19 22:26:12 +02:00
zzuegg
4cd0c5bffb Added MAX_VERTEX_UNIFORM_VECTORS constant
//untested however
2015-06-19 22:22:40 +02:00
zzuegg
43dc7345d0 Changed to VertexUniformVectors 2015-06-19 22:21:56 +02:00
Kirill Vainer
b8fe36ed76 glsllib with macros to convert glsl 1.1 shaders to 1.5 2015-06-18 23:00:17 -04:00
Riccardo Balbo
7fa735fdb1 Remove root slash from the asset path 2015-06-18 16:26:36 +02:00
Kirill Vainer
e2d8fe8293 GLRenderer: support luminance / alpha textures in core profile 2015-05-31 16:00:55 -04:00
zzuegg
14e4f2bfb3 Added: GL_MAX_VERTEX_UNIFORM_COMPONENTS 2015-05-24 16:12:28 +02:00
zzuegg
46e4c21c2c Added: GL_MAX_VERTEX_UNIFORM_COMPONENTS 2015-05-24 16:09:41 +02:00
zzuegg
611113c026 Merge branch 'master' of https://github.com/zzuegg/jmonkeyengine 2015-05-22 12:51:32 +02:00
zzuegg
afc8f3f1cd Fixed SpotLight default inititalisation for invSpotRange 2015-05-22 12:51:09 +02:00
Nehon
14c5304f27 Fixed defines tests in multisample.glsllib so that one can have a single sampled beck buffer and a multisampled depth buffer without having the shader to crash.
Also optimized the way glsl 150 texture vs texture2D is handled
2015-05-12 21:15:14 +02:00
Nehon
04f6b01d2e Reverted commit 3f3ef99b86
as it was not valid and introducing another issue.
2015-05-12 21:13:17 +02:00
Kirill Vainer
5002413e51 GLRenderer: fix wrap / filter modes
* They were not configured properly due to an old workaround
2015-05-11 19:33:35 -04:00
Kirill Vainer
0dc77b4d6e GLRenderer: remove commented out limits 2015-05-11 19:32:48 -04:00
Kirill Vainer
31fc1d9ac6 GLRenderer: fix srgb warning logging
Only complain about missing sRGB support if the user wants to enable it, not disable it.
2015-05-08 11:09:20 -04:00
Nehon
3f3ef99b86 Fixed an issue where AA was not taken into account when using SSAO filter 2015-05-08 11:18:27 +02:00
Kirill Vainer
554cfb8fab GLRenderer: remove GL_APPLE_limited_npot
That extension doesn't indicate NPOT support, just limited support same as on the level OpenGL ES 2.0.
2015-05-07 11:10:32 -04:00
Kirill Vainer
f74ae990d4 Shadows: make sure to clear all buffers 2015-05-04 16:57:35 -04:00
Nehon
91cf9e645c BatchNode safe catch of a crash when the batch node geoms don't have the same buffer types.
Added a utility method in GeometryBatchFactory to align the buffers of the subgraph.
2015-05-04 20:29:50 +02:00
Kirill Vainer
f8dd2542b1 AudioNode: disable reverb by default 2015-05-03 20:25:20 -04:00
Kirill Vainer
b5d8fc2505 AbstractBox: make mesh static by default 2015-05-03 20:24:52 -04:00
Kirill Vainer
7057f9a1b7 SkeletonControl: enable HW skinning by default 2015-05-03 20:22:45 -04:00
Kirill Vainer
0eb8cbfc6c StatsView: fix darken effect due to earlier change 2015-05-03 16:07:50 -04:00
Kirill Vainer
0178029782 Example to show character model cloning / export 2015-05-03 16:02:25 -04:00
Kirill Vainer
b4baaadc79 JmeExporter: remove useless return 2015-05-03 15:59:32 -04:00
Kirill Vainer
17bf0f8ab3 SkeletonControl: fix #207 2015-05-03 15:52:31 -04:00
Kirill Vainer
6760771b20 SPLighting: vertex lighting fixes
- remove useless varyings
 - fix alpha from diffuse color
2015-05-03 15:22:29 -04:00
Kirill Vainer
886bbc08b0 MipMapGenerator: perform scaling in sRGB
- Incorrect, but faster. In most cases where it is used, gamma correct pipeline isn't used and performance is of higher priority than quality.
2015-05-03 15:19:30 -04:00
Kirill Vainer
a43a405ca1 StatsView: render as single object 2015-05-03 15:01:03 -04:00
Kirill Vainer
ed61979825 GLRenderer: resize images to POT if needed
E.g. when using NPOT textures on iOS with mipmapping.
2015-05-02 15:57:10 -04:00
Kirill Vainer
4aa32cd016 MipMapGen: resize to nearest power of 2 in both dimensions
Before it was selecting the largest dimension, but OpenGL does not have such requirement.
2015-05-02 15:53:57 -04:00