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 989c7926df
.
7 years ago
Stephen Gold
e4bfe8a80d
testcase & fix for issue #744 : collideWith() versus setIgnoreTransform()
7 years ago
Nehon
37e4d4d564
PBR: Applied band factor to sh coefficient.
...
Regenrerated the default probe in test data
better gloss / spec pipeline
7 years ago
Alexandr Brui
66137d53b8
added auto closing readers. ( #738 )
7 years ago
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 )
7 years ago
Alexandr Brui
fb99ca90b1
fixed NPE. ( #737 )
...
* fixed NPE.
* changed the if condition.
7 years ago
Nehon
97fe9cc49c
PBR properly normalize tangent frame
7 years ago
Nehon
c00407da33
PBR : Removed specularColor contribution from direct lighting specular.
7 years ago
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.
7 years ago
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
7 years ago
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
7 years ago
Kirill Vainer
4b4bf24127
fix shadow disappearing when frustum in front of caster
7 years ago
Kirill Vainer
0fae3839d3
remove unused methods
7 years ago
Kirill Vainer
c3cfab65c6
use 16-bit depth by default
7 years ago
Kirill Vainer
c136a4212e
use PBR + support point light shadows in shader
7 years ago
Kirill Vainer
ec0fcd24d2
support point light shadows
7 years ago
Kirill Vainer
47b34c6de5
optimize clearing shadow maps
7 years ago
Kirill Vainer
b52d0e3743
fix wrong counts
7 years ago
Kirill Vainer
3889cb47b7
calculate lighting in world space
7 years ago
Kirill Vainer
2c385914c6
optimize pssm split calculation
7 years ago
Kirill Vainer
0a4a439745
optimize pssm split calculation
7 years ago
Stephen Gold
d1bd48528c
test and fix for issue #651 (inverted rotation in Sky.vert)
7 years ago
Kirill Vainer
d2839fd2ab
Fix #558 ( #729 )
7 years ago
Nehon
ef5952bcad
Refactored how BatchNode transforms vertex buffers, and fixed issue #731 (NPE when no normal buffer)
7 years ago
Nehon
c1c67f58cf
reformat BatchNode before change
7 years ago
Stephen Gold
adb52c5cc8
test and fix for issue #710 (phantom triangles in a mesh collision)
7 years ago
Kirill Vainer
a3145885d9
Support dynamic number of shadow maps
7 years ago
Kirill Vainer
77e552f551
Implement static pass in the lighting material
7 years ago
Kirill Vainer
9c4fcac876
Add PreShadowArrayRenderer
7 years ago
Kirill Vainer
d159e1746c
Combine forced render state with the one in the technique
7 years ago
Kirill Vainer
8a747276d7
Make sure apply = false for all forced render states
7 years ago
Kirill Vainer
ce28e35393
Fix additional render state missing apply = false
7 years ago
Kirill Vainer
42051b045b
StaticPass supports setting shadow map index on light
7 years ago
Kirill Vainer
cfcec44b9a
Add ShadowMap interface
7 years ago
Kirill Vainer
55e9fd067a
Remove scale from updateFrustumPoints since its always 1.0
7 years ago
Kirill Vainer
f5ad0274b3
Make tech logic impls responsible for light filtering
7 years ago
Kirill Vainer
2ce2995956
Don't reset lights that were never checked in light filter
7 years ago
Kirill Vainer
16e472678a
Support shadow maps in GLES
7 years ago
Kirill Vainer
bc50b09bf4
Don't upload NULL texture slices
7 years ago
Kirill Vainer
7441865307
Print the object with the problem in NativeObjectManager
7 years ago
Kirill Vainer
88aaa079e3
Use the same depth format in all places in FPP
7 years ago
Kirill Vainer
b0316e419c
Avoid RGB111110F in filters unless its actually supported
7 years ago
Kirill Vainer
af3a0c70ce
Move glFramebufferTextureLayer to GLFbo
7 years ago
Kirill Vainer
7a22f8c940
Support ABGR8 using swizzle extension
7 years ago
Kirill Vainer
23700d5140
Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
7 years ago
Kirill Vainer
69139a1e95
Support instancing in GLTracer
7 years ago
Kirill Vainer
259694605e
Support GLTracer and GL debug in Android
7 years ago
Kirill Vainer
406c3144d8
Use correct HALF_FLOAT constant for GLES
7 years ago
Nehon
d606c30a52
Used IndexBuffer instead of the ByteShortIntBufferReader and removed the class
7 years ago
Kirill Vainer
bf18ef3048
Use MPOs for skinning
7 years ago