Commit Graph

  • a67786c58e fixed issue when saving a mesh in hw skinning mode was not restoring the buffers. restored the code to enforce BoneIndex and BoneWeight to be in the heap for software anim because it was failing on android, until I find a proper solution rem..om 2013-06-22 19:48:45 +0000
  • 68fa1b7084 Hadrware skinning buffers are now not saved along the other buffers in a j3o file. They are created when loading the model. This was causing issue when loading j3o files saved before the change rem..om 2013-06-22 19:26:43 +0000
  • 2acbdf9f84 Hardware Skinning now uses its own bone index and bone weight buffers. The vertex buffers are initialized empty when the model is loaded and placed in the cache. They are populated only if hardware skinning is used with the model. rem..om 2013-06-22 10:03:40 +0000
  • b5d1672f5e Nifty-1.3.3 voi..om 2013-06-21 22:38:36 +0000
  • 7c983e1a3b * Display LWJGL version when context is created (why was this part removed?) sha..RD 2013-06-21 02:33:51 +0000
  • f3c53cf916 * MeshLoader: submesh names were not loaded properly due to incorrect check sha..RD 2013-06-21 01:57:29 +0000
  • 2c473b0873 fixed nifty dependencies rem..om 2013-06-18 21:02:28 +0000
  • ce3b8e843e Removed logging of unset uniform for Android to match Desktop and avoid flooding the log iwg..ic 2013-06-18 16:54:19 +0000
  • 5622ce2483 Set log level to FINEST for unset uniform iwg..ic 2013-06-18 16:35:52 +0000
  • eda3ed7160 Improve error message when shader uniform is not set iwg..ic 2013-06-18 02:54:47 +0000
  • daa3ceee1d Matrix3f has now a normalize(Matrix3f store) and a normalizeLocal() method rem..om 2013-06-15 08:40:07 +0000
  • 130ddbdfd2 SpotLigth: the cosine of the inner and outer angle of a spotlight are packed in the same float to send it to the shader (to save some varryings). This imples that their precision is no more than 0.001. This was producing wrong lighting for very close angles because the cosine were equals. There is now a check that ensure that the outer cos is lower than the inner cos. rem..om 2013-06-12 19:11:21 +0000
  • 4c4e235e61 BatchNode now uses absolute world transforsm to update the underlying batch mesh, instead of computing the offset from next frame. The real geometry mesh data is now used as a bind pose. This avoids errors accumulations over time in some case and is less expensive. See this post for the original issue http://hub.jmonkeyengine.org/forum/topic/batchnode-bug/ rem..om 2013-06-09 16:06:56 +0000
  • 9b8060bac2 first set of tests for the Geometry. There's 18 tests in total, covering roughly 40% of the total number of methods in the geometry class. rac..om 2013-06-08 21:47:25 +0000
  • 96006f1383 Fixed the build path for the unit tests. Yesterday, I created a problem there. Which should be fixed now. rac..om 2013-06-08 19:23:47 +0000
  • 1f111c11ce Fixed the junit tests. They now work through the ant script as well as when run directly. The fix required adding all the build/* folders to the "compile tests" libraries listing as well as moving the junit.jar in that listing to the top of the list. rac..om 2013-06-06 20:44:30 +0000
  • 9b6bd1fdc4 Fixed a bug where attempting to collide with an empty mesh (0 vertices) would throw an exception rather than returning 0 results. Zer..om 2013-06-06 18:11:27 +0000
  • 2c9bef5ebf GeometryBatchFactory, fixed wrong model bounds updating rem..om 2013-06-05 20:17:47 +0000
  • 5095396ce3 LodGenerator : fixed typo rem..om 2013-06-02 21:43:52 +0000
  • a610cdc99a LodGenerator : updated licence rem..om 2013-06-02 21:31:16 +0000
  • f0b44c0704 LodGenerator used squared length of en edge as parameter for its collapse cost instead of the length. It gives better results rem..om 2013-06-02 21:12:59 +0000
  • b918c707b8 Implemented a Lod Generator based on Ogre progressive mesh rem..om 2013-06-02 16:44:47 +0000
  • dec182b13f * Fixed assertion error bug in NativeObjectManager.deleteAllObjects() * Fixed ID collision bug in NativeObjectManager by introducing NativeObject.getUniqueId() sha..RD 2013-06-01 21:56:06 +0000
  • 1ac240e971 Android: fix missing period in javadoc iwg..om 2013-05-31 03:44:49 +0000
  • 7e09bf035f SDK: Update global library settings for Android OpenAL Soft iwg..ic 2013-05-28 16:32:15 +0000
  • e952620640 SDK: Update location of Android OpenAL Soft jar file iwg..ic 2013-05-28 16:30:57 +0000
  • 725fb33983 * Fixed bug where verts uninfluenced by bones would not work correctly in hardware skinning sha..RD 2013-05-27 21:29:35 +0000
  • 04196e40ea * When deleting native object, avoid using toString() for logging sha..RD 2013-05-23 02:46:48 +0000
  • 7ecc8790a4 * Added overview / explanation on what Material.render() does sha..RD 2013-05-23 01:58:41 +0000
  • e2614b51c7 fixed JmeBatchRendererBackend that was not properly reseting the forcedRenderState of the renderer causing depth test and depth write to be disable once th first frame was rendered rem..om 2013-05-22 18:26:46 +0000
  • 4d1e3dc9b5 SDK: Add Android OpenAL Soft to project libraries iwg..om 2013-05-20 16:37:47 +0000
  • 7885dc516e SDK: Modified description to force update of project template with newer Test classes iwg..om 2013-05-20 16:07:17 +0000
  • 049514df4e SDK: Add SingleTask Launch Mode to AndroidManifest for new projects to avoid starting a new instance of the app when users hit the Home button and then resume the app. iwg..om 2013-05-19 03:58:15 +0000
  • 4395c45092 SDK: Copy OpenAL Soft to correct library directory iwg..om 2013-05-19 03:44:17 +0000
  • ce583be446 SDK: Bump version number of mobile-impl.xml to force updates iwg..om 2013-05-17 23:34:53 +0000
  • bbf88a3090 SDK: Automatically unzip OpenAL Soft libraries in mobile/libs if included in the classpath iwg..om 2013-05-17 23:27:25 +0000
  • 65709a17b6 SDK: Organize imports in MainActivity iwg..om 2013-05-17 23:26:11 +0000
  • b03d6abc33 Switches to GlueGen build 669, JOAL build 435 and JOGL build 989 jul..om 2013-05-16 20:04:35 +0000
  • bcb7922b9d Removes a typo from NewtKeyInput jul..om 2013-05-16 19:22:13 +0000
  • 509cc7ba70 Android OpenAL Soft: Clean up some logging iwg..om 2013-05-16 17:04:10 +0000
  • efa80e0e2d * Fix syntax error sha..RD 2013-05-16 00:56:46 +0000
  • d6fbd97482 * Add NativeObject.dispose() which deletes the object from GL driver, and if UNSAFE=true, also native buffers. * Rename NativeObjectManager.registerForCleanup() -> registerObject() so that its not confused with enqueueUnusedObject() sha..RD 2013-05-16 00:53:58 +0000
  • bf2a663022 * Remove deprecated fields from shader class * Add package private deleteNativeBuffers() in NativeObject (usage TBD) sha..RD 2013-05-16 00:34:16 +0000
  • 66ed9ff986 Add OpenAL Soft iwg..om 2013-05-15 21:51:01 +0000
  • e727928731 Android: Refactor AndroidAudioRenderer into an interface with 2 implementations (current MediaPlayer/SoundPool and new OpenAL Soft). Added AppSetting that allows AndroidHarness to switch the audio renderer (default is still MediaPlayer/SoundPool). iwg..om 2013-05-15 21:44:21 +0000
  • 96f7b179b5 Android: Copy OpenAL Soft library to dist/opt directory when building the engine. Updated OpenAL Soft jar file. iwg..om 2013-05-15 21:38:49 +0000
  • 58684996f9 Android: Added methods for OpenAL Soft Audio Renderer to pause and resume audio when app is placed in the background iwg..om 2013-05-13 15:56:29 +0000
  • 7610bfb7aa Bugfix: fixes to strip box indices and normals computation. Kae..pl 2013-05-13 11:56:22 +0000
  • 217a1a6273 Refactoring: removing AnimData class use in blender importer to make it independent on the OGRE plugin (this way the usage of the importer will not require the presence of Ogre plugin in the classpath). Kae..pl 2013-05-12 19:05:24 +0000
  • c1402b30e9 SDK: Add build support for Android implementation of OpenAL Soft iwg..om 2013-05-12 03:29:34 +0000
  • 785d50f516 Android: Add support for effects, filters, reverb, and environment to Android implementation of OpenAL Soft iwg..om 2013-05-12 03:15:22 +0000
  • 893bd93c60 Android: Initial OpenAL Soft binary libraries for testing iwg..om 2013-05-11 04:30:39 +0000
  • 0ff86728d8 Android: Moved some code from onPause/onResume to loseFocus/gainFocus to address issues/patches 593, 566, 564. Users can now override loseFocus/gainFocus in MainActivity if they do not want to pause/resume the app based on Android's lifecycle methods onPause/onResume. https://code.google.com/p/jmonkeyengine/issues/detail?id=593 https://code.google.com/p/jmonkeyengine/issues/detail?id=564 https://code.google.com/p/jmonkeyengine/issues/detail?id=566 (Yes, there were 3 patch requests for the same thing) iwg..om 2013-05-11 03:53:09 +0000
  • b5f4541eec Android: First commit of a new Audio system for Android that uses OpenAL Soft with the OpenSL backend. Requres Android 2.3 or higher. Source files for OpenAL Soft won't be included (similar to Native Bullet). The current Android audio renderer is still enabled. iwg..om 2013-05-11 01:48:08 +0000
  • efd7a8e7e8 Native bullet will no longer ignore changes to the broadphase type phr00t 2013-05-10 14:13:25 +0000
  • e2d1a08838 ChaseCamera input binding name constants are now public rem..om 2013-05-09 07:41:55 +0000
  • b105f2c228 Made a ComposeFilter that allows one to compose post filtered outputs from multiple viewports see http://jmonkeyengine.org/forum/topic/bloom-filter-for-multiple-nodes/#post-213016 rem..om 2013-05-04 07:21:46 +0000
  • 7c966572f1 add check in lod control for camera existence when it can be empty in the sdk bre..om 2013-05-04 00:33:46 +0000
  • f553d6a39a Fixed a typo in a comment in both lighting and unshaded.j3md, thanks to wezrule rem..om 2013-05-03 18:47:42 +0000
  • eb44d866b7 Fixed the number of components of the Line shape index buffer. rem..om 2013-05-03 18:20:14 +0000
  • 706cd410b6 AlphaDiscardTreshold is now supported by the Unshaded material. rem..om 2013-05-03 18:15:07 +0000
  • 5b65b19bda Refactoring: storing importer custom data in blender context instead of loaded features. This way there will be no conflict between the custom data names and user's properties names and no unwanted additional data will be stored in the result features. Kae..pl 2013-04-30 21:44:05 +0000
  • e4478dc65c * SkeletonControl: Update targets and materials only for the first camera in which a model is rendered. Sha..om 2013-04-29 17:14:58 +0000
  • 9961f77445 Code refactoring: - removed unused methods - added javadocs - minor name fixes - one constructor type for all helpers Kae..pl 2013-04-29 11:31:48 +0000
  • 3602d86c20 Bugfix: fixed a bug that caused a bone constraint to be properly validated even though its bone target was not defined. Kae..pl 2013-04-29 11:30:26 +0000
  • 29dd973122 Refactoring: large changes in constraints system (see the proper topic on the forum for further changes) Kae..pl 2013-04-27 22:08:19 +0000
  • c4fc9b723f Shadows, SSAO and CartoonEdge now works with HardWareSkinning rem..om 2013-04-27 16:32:37 +0000
  • b93715f66b SkeletonControl made some cleanup, removed old comments rem..om 2013-04-27 14:46:46 +0000
  • a3fe5860cc SkeletonControl gatheres target on render instead of on update rem..om 2013-04-27 14:43:42 +0000
  • 517f621871 Fix for issue 592 : SkeletonControl does not track changes to materials or spatials https://code.google.com/p/jmonkeyengine/issues/detail?id=592#makechanges - Went the update targets and materials on each update, in practive it doesn't have a noticeable impact on performance. - Changed the way target meshes and materials were stored (arrays), for respectively a SafearrayList and a HashSet. This avoid instancing and copying arrays on each frames. - Also removed targets and materials from serialization as we don't care to save or load them now that they are gathered on each frame. rem..om 2013-04-27 14:29:18 +0000
  • 17a18bb6d0 ShaderNodes SDK : fix for build rem..om 2013-04-26 05:40:05 +0000
  • 4f3319f049 ShaderNodes : generated shaders are now cached by the assetManager to avoid generating a new shader for already loaded materials. This saves memory and avoids a lot of shader switches at render time. rem..om 2013-04-25 21:01:26 +0000
  • 77a3cba69e ShaderNodes : registered shader node definition locator to the android asset manager so that shader nodes work on android rem..om 2013-04-25 18:36:30 +0000
  • 199378ca2f * Fix PerspectiveLodCalculator by not caching entropies in object (since they vary per block) sha..RD 2013-04-25 00:40:25 +0000
  • cfb9c7e1a3 - update lwjgl to 2.9.0, fixing various issues: - fix support for Java7 on OSX - fix support for Applets on OSX - fix windowing issues in SDK on various platforms nor..67 2013-04-22 12:25:06 +0000
  • f8faebb79e ShaderNodes : Array types are now properly supported and array size can be driven by an int constant or an int define rem..om 2013-04-21 09:23:39 +0000
  • 06c4dcd7f7 * Fix issue 574 (by extending JFrame instead of JDialog) * Fix issue 561 by throwing exception on invalid values ShA..Rd 2013-04-19 18:01:17 +0000
  • 6e021b4504 * Fix issue 584 and issue 562 (minor typos) ShA..Rd 2013-04-19 17:40:00 +0000
  • bd39ff1b6e * Fix issue 570 ShA..Rd 2013-04-19 17:38:35 +0000
  • d64eec7d1b * Fix issue 569 by using googlecode server instead of jme website which blocks java connections for some reason ShA..Rd 2013-04-19 17:36:55 +0000
  • a31c8ec884 * Ogre Importer: No longer crashes if submesh name index is out of bounds. Fix issue 548. ShA..Rd 2013-04-19 17:25:28 +0000
  • ada98f7033 * AppState documentation improvements according to issue 589 ShA..Rd 2013-04-19 17:15:29 +0000
  • 7e6534c1b7 * UnshadedArray shader will attempt to enable the relevant texture array extensions, otherwise it shouldn't work at all (don't know why it did) ShA..Rd 2013-04-19 17:01:25 +0000
  • 1aa0f9d7bd * LwjglRenderer adds capability for texture array support if OpenGL 3 is available * Renderer will check texture array support prior to uploading texture ShA..Rd 2013-04-19 17:00:25 +0000
  • fbac631160 * TextureArray constructor ensures all images passed to it have the same format and dimensions, otherwise an IllegalArgumentException is thrown ShA..Rd 2013-04-19 16:58:40 +0000
  • 1f27804716 * Fix issue where lighting shader would not compile when vertex lighting is used (due to recent HW skinning changes) ShA..Rd 2013-04-19 16:57:57 +0000
  • 198adb0753 Fixed NPE in water filter when setting the reflection mapsize before the filter has been initialized rem..om 2013-04-19 16:12:51 +0000
  • 9b33c7c851 Removed debugging system out from animChannel rem..om 2013-04-19 11:44:50 +0000
  • 6470f44c97 Added a test case for Hardware Skinning rem..om 2013-04-19 09:25:20 +0000
  • ff4c38e20a TerrainLodControl now refreshes when first added to the scene bre..om 2013-04-18 15:19:43 +0000
  • 8cb1a8ed9e Updated native bullet builds to v2.81 for Linux & Windows (both 32 & 64 bit). MacOSX remains at v2.80 for the time being. This resolves swapped physics ray test source & destination arguments & other crashing issues. phr00t 2013-04-18 13:27:51 +0000
  • 0f21f19735 * Mesh.prepareForAnim() is now much smarter about what to do. It won't convert the buffers unless absolutely necessary and apply the proper usages to the buffers as needed. sha..RD 2013-04-18 04:14:55 +0000
  • b6afd61ef0 * Lighting shader now supports HW skinning sha..RD 2013-04-18 03:03:55 +0000
  • d9e3af1795 * Unshaded material now supports HW skinning sha..RD 2013-04-18 03:02:55 +0000
  • c21b60fbe7 HW Skinning * Added check in shader for number of bones * Fix crash when Skinning.glsllib is imported by shader * Fix incorrect transform of tangent vector in shader sha..RD 2013-04-18 03:02:12 +0000
  • 8c1e5c9cf9 * Set AndroidHarness contentView to a TextView (not GLSurfaceView) onDestroy(), perhaps it will help with OOM issues sha..RD 2013-04-18 03:00:58 +0000
  • 281f9b6c20 * Fix various issues with HW skinning state in SkeletonControl. setHardwareSkinningPreferred(boolean) can be used to request HW skinning, and isHardwareSkinningUsed() to see if its actually being used or not. sha..RD 2013-04-18 03:00:08 +0000
  • b0f2e17db2 * List of native objects in NativeObjectManager is now a HashSet instead of an ArrayList, for faster add/remove calls sha..RD 2013-04-18 02:56:54 +0000
  • 5e6b9a3746 * Fix use of deprecated Box constructor in TestBox sha..RD 2013-04-18 02:55:32 +0000
  • 44a77537ce Fixed HWSkinning initialization that was not properly falling back to software when HW skinning was not available Still not a functional implementation rem..om 2013-04-17 17:17:58 +0000