Commit Graph

  • 2f86e0c17b Delete TestTriangleStrip - since triangle stripper was removed, this test was not compiling shadowislord 2015-02-22 16:04:01 -0500
  • 14ff6e4f29 SinglePass Lighting: support two sided lighting - also added test case with both regular per pixel lighting and bump mapping - NOTE: two sided lighting is not supported with vertex lighting shadowislord 2015-02-22 15:47:56 -0500
  • 270f4957ef SinglePass Lighting: fix GLSL syntax error when parallax mapping is used shadowislord 2015-02-22 15:45:23 -0500
  • d6a4ba41b4 Image: request mipmaps to be re-generated if image data is modified - fixes ImageRaster modification not updating mipmaps bug shadowislord 2015-02-22 15:43:54 -0500
  • 50f0eca3e6 Skeletal Animation: remove shared mesh support - shared meshes in J3O / OgreXML are automatically de-shared on import, so this functionality is no longer used in the engine shadowislord 2015-02-22 15:42:48 -0500
  • 5760a48eea Skeletal Animation: remove deprecated SkeletonControl ctor - it is not useful, because targets / materials are gathered on every update() call shadowislord 2015-02-22 15:41:10 -0500
  • c5359c7359 Animation Track interface: add getKeyFrameTimes() method shadowislord 2015-02-22 12:49:31 -0500
  • d281920e60 GLSL Lighting Lib: fix flickering on directional lights in sRGB mode shadowislord 2015-02-22 12:47:12 -0500
  • 7037d8cc62 Changed j3o icon Nehon 2015-02-22 14:22:05 +0100
  • 00e939b32b SDK About dialog update, with year's copyright, correct website URL and credits for icon sets Nehon 2015-02-22 14:12:31 +0100
  • 160aa13942 Complete SDK icons overhaul. Nehon 2015-02-22 12:19:07 +0100
  • 9d715cdd2b Lighting GLSL library: use inverse square falloff for lighting in sRGB mode - It is a slightly modified equation that actually terminates the light's influence at the light radius shadowislord 2015-02-21 22:50:29 -0500
  • 4e7d7fd2f1 GLRenderer: inject SRGB define if texture linearization is enabled shadowislord 2015-02-21 15:52:42 -0500
  • 8b300f5109 jME3 tools: delete triangle stripper shadowislord 2015-02-21 15:43:26 -0500
  • 9759e24961 OgreXML materials: inherit more parameters from TextureKey Allows modifying the key in a AssetLoadListener to modify the anisotropic filter shadowislord 2015-02-21 15:40:42 -0500
  • 9ad1992681 SimpleWaterProcessor: Use linear filtering for reflection / refraction textures shadowislord 2015-02-21 15:39:58 -0500
  • abb2b784e0 Javadoc: Add engine overview shadowislord 2015-02-21 15:39:10 -0500
  • 85bba59541 OgreXML: Use the placeholder texture for missing textures shadowislord 2015-02-21 15:34:17 -0500
  • ed369135fa fix renderShadow optimization to work on multiple scenes attached to viewPort properly Bebul 2015-02-20 11:58:49 +0100
  • dd66d21147 Changed jME's default splash screen Nehon 2015-02-19 23:03:41 +0100
  • b3cdc1c3d2 Warning cleanup. Changed default composer camera angle Displayed the grid by default Nehon 2015-02-18 21:52:14 +0100
  • 21179dc132 Changed standard lighting to blinn phong instead of phong only Nehon 2015-02-18 20:39:45 +0100
  • c3ab5b3748 SceneToolController AppState is now always after the CameraController in the AppState list in the SceneApplication Nehon 2015-02-18 00:27:13 +0100
  • 52ebd9090c Prevented scaling to kick in when pressing ctrl+S in the SDK to save the scene. Nehon 2015-02-17 20:35:37 +0100
  • 9f4d72cfc0 Tweaked the background colors of the viewports in the SDK Nehon 2015-02-16 15:49:46 +0100
  • 0e1619c01b Fixed an issue that prevented the preview to be displayed properly in the material editor Nehon 2015-02-16 15:13:07 +0100
  • 55195bd996 SDK scene viewer and previews are now gamma corrected Nehon 2015-02-16 14:48:32 +0100
  • 2aa50694b8 Awt Panel now supports gamma correct pipeline. Default stays non srgb for backward compatibility. But IMO it should be set to srgb by default to promote the srgb pipeline. Nehon 2015-02-16 14:47:44 +0100
  • ea2e25c2e6 - update SDK library definitions for NiftyGUI 1.4.1 Normen Hansen 2015-02-16 12:50:14 +0100
  • f1b038796e One can now add a new technique to a mat def with the node Editor. Also added an experimental auto layout feature Nehon 2015-02-15 23:18:54 +0100
  • 0e6bc92d19 Merge pull request #213 from void256/master normen 2015-02-15 23:20:21 +0100
  • d4ade2473f feature: Update Nifty GUI to version 1.4.1 void 2015-02-15 23:17:18 +0100
  • 4090b6f1de OgreXML Loader: set jME3 material name based on ogre material name shadowislord 2015-02-15 17:01:12 -0500
  • 6c770d524d Application: add waitFor flag to start() Allows user to wait for app to initialize first before doing other actions shadowislord 2015-02-15 16:47:11 -0500
  • d9cc9003ba GLRenderer: update viewport even if FBO ID already set The inherited viewport state could be outdated or incorrect, this makes sure it matches exactly shadowislord 2015-02-15 16:45:07 -0500
  • ec2f47225c RenderContext: remove obsolete state from GL1 renderer shadowislord 2015-02-15 16:44:10 -0500
  • 9651d6d822 GL interface: add support for PBO, FB readback, and fences (ARB sync) shadowislord 2015-02-15 16:42:42 -0500
  • fb7708af24 GLRenderer: Fix modifyTexture(). Clarify documentation. shadowislord 2015-02-15 16:38:23 -0500
  • b300915092 NativeLibraryLoader: use the OS's cache folder instead of home folder for storing natives shadowislord 2015-02-15 16:18:04 -0500
  • 51c8894e03 NativeLibraryLoader: Fix crash when working directory not writable Loder -> Loader shadowislord 2015-02-15 14:05:33 -0500
  • 4baceb6a08 fixed compilation issues in deprecated OGLESShaderRenderer, IGLESShaderRenderer, and JoglRenderer caused by earlier commit iwgeric 2015-02-14 10:27:23 -0500
  • f9d8a88bba Silenced the TangentBinormalGenrator logger for the shader node editor as the warnings are irrelevant. Nehon 2015-02-13 19:06:18 +0100
  • ff877160e8 One can now select the technique in the shader node editor through a combo box in the tool bar Nehon 2015-02-13 18:14:21 +0100
  • 1286fa0fba More controls when connecting inputs and outputs in the node editor Nehon 2015-02-13 12:33:06 +0100
  • 9500b43aa9 some clean up in the ShaderGenerator Nehon 2015-02-13 10:43:01 +0100
  • 5e3e8fbd6e fixed compilation issue in deprecated LWJGLRenderer Nehon 2015-02-13 09:25:59 +0100
  • 53a40c887e Fixed shader error output. the shader source code was appended twice in the log. Nehon 2015-02-12 22:43:03 +0100
  • 5b6b33c8f5 The shader generator now supports swizzle on the left variable of a mapping : input mapping vec3 v3.xy = v2 will generate vec3 v3 = vec3(0.0); v3.xy = v2; As this statement can't be done in one line. Nehon 2015-02-12 22:32:59 +0100
  • a04a304954 Fixed an error where matching swizzle were reported as wrong when using swizzle of type vec3 v3 = v2.xxy Nehon 2015-02-12 22:29:44 +0100
  • 3acd6b2f33 Fixed the error message when types/swizzles in a variable mapping do not match Nehon 2015-02-12 22:27:51 +0100
  • 2670026552 Fixed a documentation issue in the shader node definition wizard Nehon 2015-02-11 23:08:41 +0100
  • 76fe370cf1 Removed the code display button for nodes that don't have code. Nehon 2015-02-11 22:47:38 +0100
  • ae8474cb57 Added some icons to edit and delete a node in the shader node editor Nehon 2015-02-11 22:19:39 +0100
  • 629c007cd4 DDSLoader: fix loading 16-bit images (as exported by PVRTexTool) shadowislord 2015-02-10 20:16:51 -0500
  • badefdf4e4 Fix OgreXML loading crash when no material specified for geometry shadowislord 2015-02-10 20:15:29 -0500
  • 809092c236 Allow application to be a resizable window. Also allow buffer swapping to be disabled, e.g. for Oculus Rift. shadowislord 2015-02-10 20:14:36 -0500
  • 1fc730c78a Add ThrottleOnLostFocus - a slightly less crappy version of PauseOnLostFocus shadowislord 2015-02-10 20:12:38 -0500
  • 8ae04fd1fb PlaceholderAssets: when assets fail to load, try to make the error appear visually shadowislord 2015-02-10 20:10:43 -0500
  • 0ebb3acb16 Fixed an issue with the ShaderNodeGenerator that was missing some variable names in cases like that ',myVar,myVar.x' Nehon 2015-02-10 22:41:23 +0100
  • 2066c98dd0 Fixed background color in some node editor windows to fit with a dark theme Nehon 2015-02-10 18:48:32 +0100
  • 4b079ea480 DesktopAssetManager: remove weird logging in loadTexture shadowislord 2015-02-09 21:09:22 -0500
  • c818ee9c5c IosAssetManager: Remove nearest filtering override (old code) shadowislord 2015-02-09 21:08:33 -0500
  • 253c3ac80d JmeSystem: print build info on initialization shadowislord 2015-02-09 21:07:59 -0500
  • eda5e983da context/renderer: let renderer print out graphics hardware info shadowislord 2015-02-09 21:06:50 -0500
  • bbbfdb851a GLRenderer: log texture formats as Level.FINE shadowislord 2015-02-09 21:02:30 -0500
  • 963c3d7e61 Fixed some typo in some comments in Material.java Nehon 2015-02-10 00:46:44 +0100
  • edf5db0f44 Fixed context menu display in the node editor Nehon 2015-02-10 00:46:17 +0100
  • ac7d8d0674 integrated change described in this thread to the ColorRGBAPropertyEditor http://hub.jmonkeyengine.org/t/colorrgbapropertyeditor-a-little-improvement/31552 Nehon 2015-02-10 00:24:35 +0100
  • 4cb007f3b3 Fixed issue exposed in this thread http://hub.jmonkeyengine.org/t/found-bug-in-jme-xmlexporter-vector3f-zero-abuse/31430 Thanks to AXELTOPOLINO Nehon 2015-02-10 00:11:40 +0100
  • 58480c0926 New Colors for the node editor Nehon 2015-02-10 00:06:53 +0100
  • 400a03c507 Shader Node's editor connections are now curved lines. Nehon 2015-02-09 23:05:20 +0100
  • 7f50f906aa Upgrade to LWJGL 2.9.3 shadowislord 2015-02-08 19:44:21 -0500
  • 507b89fc46 Do not track JmeVersion as it is autogenerated shadowislord 2015-02-08 19:41:08 -0500
  • fe508f0ba0 Add JmeVersion to .gitignore (since it will be changed every build..) shadowislord 2015-02-08 19:35:50 -0500
  • 6f8fb84586 Update JmeVersion via build script shadowislord 2015-02-08 19:33:41 -0500
  • 35737e1614 Add branch name to JmeVersion class shadowislord 2015-02-08 19:32:43 -0500
  • 3cc0feced0 Put git hash and build date in JmeVersion class shadowislord 2015-02-08 19:13:26 -0500
  • bac0f81853 Fix scene graph update corruption due to earlier optimizations. The update optimization will not visit child nodes unless the parent has any refresh flags set. However if a "partial update" occurs which only clears some of the flags (e.g. getWorldBound()), then a situation could occur where a child node has refresh flags set but not its parent, thus causing the aformentioned issue. To allieviate this, we must always propagate the specific flag required, regardless of whether or not the parent has some other flags already set. shadowislord 2015-02-08 18:16:35 -0500
  • e19be328a7 Add simple test case for the "scene not updated" crash in the SDK shadowislord 2015-02-08 17:41:35 -0500
  • ce961b6f70 Added best practices for pull requests. Erlend Sogge Heggen 2015-02-08 19:18:33 +0100
  • 0351f9e60f added a drag and drop to scroll feature to the node editor with the mouse wheel click. Nehon 2015-02-08 18:04:33 +0100
  • 661f4c6d2e Copy jme3-android-native and jme3-bullet-native-android to the dist/opt folder as part of build iwgeric 2015-02-08 00:11:46 -0500
  • a4d06305d5 postprocessing target textures: always use nearest filtering * There's almost never a good reason to use linear filtering for postprocess textures * If it is really required, it should be enabled explicitly shadowislord 2015-02-07 19:12:38 -0500
  • 6350ac3aad GLRenderer: remove obsolete code, minor optimization shadowislord 2015-02-07 19:11:32 -0500
  • b3759d7147 GL tracer: When printing enum, use GL_ONE instead of GL_TRUE shadowislord 2015-02-07 19:10:35 -0500
  • d3cbf7fbf2 GL implementations: Fix uploading of buffers with position != 0 * this is required for pregenerated mipmaps in e.g. DDS files * others checks are added to make sure a zero-length buffer cannot be uploaded (that's an error for now) shadowislord 2015-02-07 19:08:54 -0500
  • 10ccc570e1 Copy jme3-android.jar to the dist/opt folder as part of build shadowislord 2015-02-07 17:48:12 -0500
  • 212a2d6e96 Millions of fixes, fixes for me - Fixed hanging save on a Material definition file. - Fixed Node editor blow up when changing a shader node definition content. - Enhanced error reporting. - and many more. Nehon 2015-02-07 00:42:06 +0100
  • e14c30a3cf Enhanced the ShaderNodeDefinition creation wizard Nehon 2015-02-07 00:39:15 +0100
  • c310b933c9 Added proper undo/redo support in the shader editor Nehon 2015-02-04 22:18:11 +0100
  • 7c88da9d5c Created a backdrop image for the ShaderNode editor Nehon 2015-02-03 23:20:07 +0100
  • 06e9618a4b Proper save handling for the shader editor. Nehon 2015-02-02 00:29:32 +0100
  • 4569154d9f RenderShadow relict code clean up, no more static ShadowUtils.rootScene Bebul 2015-02-02 14:02:26 +0100
  • 3a61032575 Make LwjglGL implement the GL3 interface (for OpenGL3+ function names) shadowislord 2015-02-01 20:08:34 -0500
  • d4e85382db Remove fixed pipeline technique from lighting shader shadowislord 2015-02-01 20:06:09 -0500
  • 16e3e00507 Renderer Changes * Add new "Limits" enum to hold maximums of various renderer capabilities such as texture size * Add support for seamless cubemap (enabled by default for mipmapped cubemaps) * Fix conflict when using GL tracing with GL debugging shadowislord 2015-02-01 20:03:42 -0500
  • 9f3a145dd7 Renderer Changes * Add new "Limits" enum to hold maximums of various renderer capabilities such as texture size * Add support for seamless cubemap (enabled by default for mipmapped cubemaps) * Fix conflict when using GL tracing with GL debugging shadowislord 2015-02-01 20:03:42 -0500
  • c212fab37a Deprecate TechniqueDef.isUsingShaders(). Do not use it anywhere in the engine. shadowislord 2015-02-01 17:22:12 -0500
  • a7517c17c0 Deprecate TechniqueDef.isUsingShaders(). Do not use it anywhere in the engine. shadowislord 2015-02-01 17:22:12 -0500
  • 4db0acaca9 Image: Deprecate efficient data shadowislord 2015-02-01 17:19:58 -0500