Commit Graph

  • bbcb8c5701 Feature 871 (#873) Toni Helenius 2018-07-17 12:42:26 +0300
  • 523087a82f Adds a test case to modify an existing mat def through the shader nodes api shader-nodes-enhancement Nehon 2018-07-01 20:22:50 +0200
  • b57ecf35ea Adds a new java API for shader nodes Nehon 2018-06-17 15:41:43 +0200
  • 9f9edee332 Adds an alternative way to declare shader nodes definitions Nehon 2018-06-16 13:42:28 +0200
  • 7055de4531 Changes the way a shader is generated to prepare to the new node declaration Nehon 2018-06-11 11:18:19 +0200
  • dd2626c560 Properly remove static pass in-pass-shadows Nehon 2018-05-27 21:17:37 +0200
  • d444c28183 Changes the name of the array shadow renderer to InPassShadowRenderer. Also addressed some comments on the PR Nehon 2018-05-27 20:59:02 +0200
  • 54ef6ec280 Merge master into branch Nehon 2018-05-26 17:59:28 +0200
  • d57c362ec3 build javadoc by default Kirill Vainer 2018-05-21 21:43:28 -0400
  • 631794f7d6 Fixes mat param override reading null integenr params as 0 Nehon 2018-05-19 00:22:47 +0200
  • 6b2af9917b Fixes post shadows compilation issue on android Nehon 2018-05-18 23:54:13 +0200
  • c72b73ee8b Added Texture Formats R16F, R32F, RG16F, RG32F. (#839) TehLeo 2018-05-18 08:37:59 +0200
  • c49a0dc54d Update GLImageFormats.java joliver82 2018-05-17 23:07:23 +0200
  • 266d8b0828 Implements SSBO (Shader Storage Buffer Object) and UBO (Uniform Buffer Object) support Rémy Bouquet 2018-05-18 08:28:38 +0200
  • 7d5fcd0d40 removed "test code". JavaSaBr-added_new_var_type javasabr 2018-02-11 22:22:21 +0300
  • 99c1cb7936 renamed the method "setValue" to "setFieldValue" javasabr 2018-02-11 22:18:14 +0300
  • 6e00cbc9af fixed one mistake. javasabr 2018-02-11 21:37:16 +0300
  • c032d18ca0 updated API of BO. javasabr 2018-02-11 21:26:46 +0300
  • 244bebece9 fixed data layouting. javasabr 2018-02-11 20:53:20 +0300
  • 54e3987022 updated API of BO. javasabr 2018-02-11 14:56:07 +0300
  • 2297441c13 implemented matrix serialization. JavaSaBr 2018-02-08 15:53:57 +0300
  • 2b4790689e updated api. JavaSaBr 2018-02-08 15:00:22 +0300
  • a71b418c52 refactoring. JavaSaBr 2018-02-08 14:32:16 +0300
  • b342b1ede1 added limits, caps, working with buffer objects in renderer. JavaSaBr 2018-02-08 14:06:12 +0300
  • 4d42e4b624 started to implement new API to work with BO. JavaSaBr 2018-02-08 13:12:34 +0300
  • d225030745 fixed updating data. javasabr 2018-02-08 07:08:48 +0300
  • ab10d6293e small fixes. javasabr 2018-02-08 06:57:55 +0300
  • 644663f871 fixed errors. JavaSaBr 2018-02-07 18:09:28 +0300
  • c6d255c5d8 fixed prefix. JavaSaBr 2018-02-07 14:50:20 +0300
  • cdb42a50c7 beta implementation of SSBO. JavaSaBr 2018-02-07 14:43:49 +0300
  • c154b6ae23 started implementing SSBO JavaSaBr 2018-02-07 14:03:19 +0300
  • 13112b4532 added new var types for shaders. javasabr 2018-02-06 22:04:32 +0300
  • 302e746a94 Uses a HashSet for variable names in ShaderNodeLoaderDelegate instead of a String Nehon 2018-05-01 09:14:34 +0200
  • c0cdf75603 replace addState() with attach() in the javadoc oualid 2018-04-26 12:15:15 +0100
  • 0d5f18c3a8 Update MaterialDebugAppState.java b00nation 2018-03-08 14:36:23 +0100
  • dd561a0c5b Reworked the TestBlendEquations example (#848) theMinka 2018-04-07 14:49:25 +0200
  • cd7c60cc59 Fixes handling of blend equations and factors in GLRenderer (#848) theMinka 2018-04-06 01:12:56 +0200
  • 2f683c10bc Updated deprecation documentation Christopher 2018-04-13 08:34:03 -0400
  • db48b98a2e Fixes an issue where light probes were used in phong lighting Nehon 2018-04-22 10:29:55 +0200
  • 36c1ce713f Moved the render probe function in PBR.glsllib Nehon 2018-04-19 08:37:28 +0200
  • 3aeb7350ae Fixes an issue with animation speed being wrongly applied Nehon 2018-04-19 08:00:38 +0200
  • ce79df9370 Fix a typo which made pbr shader fail to compile grizeldi 2018-04-18 16:11:42 +0200
  • 0cc97f5653 Deletes obsolete TestPBREnv test Nehon 2018-04-17 15:50:57 +0200
  • 83aef82d92 Adds support for light porbe blending and Oriented box light probes with corrected parallax Nehon 2018-04-17 15:23:56 +0200
  • 824e99c96e Fixes attachement node when model ignore transforms Nehon 2018-04-02 09:36:29 +0200
  • 9df4449f49 Adds animation mask to the animation system Nehon 2018-04-02 09:08:16 +0200
  • 06f8a00549 fix JME issue #742 (attachment nodes for ignoreTransform geometries) Stephen Gold 2018-03-23 01:42:08 -0700
  • a463f5515a Negative speed now plays an animation backwards Nehon 2018-03-26 06:29:20 +0200
  • 7ded33051c Modified AnimComposer.setCurrentAction() to return the Action. Makes it easier to set the speed and stuff. Paul Speed 2018-03-25 15:13:24 -0400
  • 6b864f2d72 Remobes unused imports Nehon 2018-03-24 20:50:15 +0100
  • f7ccdf486b Removes the default value for NumberOfTargetsBuffers Nehon 2018-03-24 20:40:33 +0100
  • 8f4941f529 Some clean up in PBR j3MD Nehon 2018-03-19 20:15:00 +0100
  • daba9b8bc7 Proper serialisation for morph animation Nehon 2018-03-03 16:18:25 +0100
  • 4048f8ba26 Adds a cpu fallback for morph animation when all morph targets cannot be handled on the gpu Nehon 2018-03-01 21:03:19 +0100
  • 42215f4890 Hardware Morph animation implementation and glTF loading Rémy Bouquet 2018-02-26 16:38:57 +0100
  • d9a8666742 Fixes link to original paper in shadow renderer Rémy Bouquet 2018-02-26 16:38:35 +0100
  • 829354d990 Better armature debugger Rémy Bouquet 2018-02-26 16:38:00 +0100
  • 072bdbb6be Enhanced hardware skinning test Nehon 2018-01-31 21:25:24 +0100
  • 2e323eb7cf fixes some isues with the gltfLoader when there are several skins Nehon 2018-01-07 14:33:11 +0100
  • 8634509a95 Speed support and some clean up Rémy Bouquet 2018-01-02 13:34:12 +0100
  • 79549424f3 Better blending structure Rémy Bouquet 2018-01-01 18:00:43 +0100
  • 2fc3bf5cfd Added a BlendAction that allows to blend animations Rémy Bouquet 2017-12-31 10:23:07 +0100
  • 05e907acca Added the base of the blending system. Smooth transition between anims Rémy Bouquet 2017-12-30 17:33:35 +0100
  • c769611f9f Better performance Nehon 2017-12-26 23:38:05 +0100
  • d6b05553b5 Ogre loader now loads animations and armature with the new system Nehon 2017-12-26 23:19:34 +0100
  • 02a1fd544a Better armature joint selection Nehon 2017-12-26 10:30:54 +0100
  • a32c34939a Display origin of the Armature debugger Nehon 2017-12-26 09:48:34 +0100
  • 886f8da2f7 Further Armature debugger enhancements Nehon 2017-12-26 01:02:11 +0100
  • 054d54f4b9 Added a way to toggle on/off the non deforming bones in the Armature debugger Nehon 2017-12-25 15:09:55 +0100
  • abe094e74a Gltf loader now supports the new animation system Nehon 2017-12-25 00:45:46 +0100
  • bbb3cf59b3 New anim system proper serialization Nehon 2017-12-24 15:16:30 +0100
  • 728e28857b Adds a MigrationUtil to migrate from old system to new system Nehon 2017-12-24 00:49:34 +0100
  • e5057ad7fa Adds support for different joint model transform accumulation strategy Nehon 2017-12-23 18:36:12 +0100
  • ce170b8b53 better Armature debugger Nehon 2017-12-23 16:12:37 +0100
  • b5ad72b0e9 Joint now uses a matrix for transform accumulation Nehon 2017-12-23 16:11:55 +0100
  • c3cb4ef97f Draft of the new animation system Nehon 2017-12-20 23:25:50 +0100
  • 4904d0235e Adds an ArmatureDebugger Nehon 2017-12-18 17:41:13 +0100
  • 75f90fb70c New Armature system Nehon 2017-12-17 18:02:59 +0100
  • c2b6e8f407 Allows build of 3.2 branch Nehon 2017-11-28 20:45:46 +0100
  • e33862a632 Remobes unused imports monkanim Nehon 2018-03-24 20:50:15 +0100
  • 1cdd37786e Removes the default value for NumberOfTargetsBuffers Nehon 2018-03-24 20:40:33 +0100
  • 53f7f7490f Some clean up in PBR j3MD Nehon 2018-03-19 20:15:00 +0100
  • bcd97c22eb Proper serialisation for morph animation Nehon 2018-03-03 16:18:25 +0100
  • c2fcdefd0d Adds a cpu fallback for morph animation when all morph targets cannot be handled on the gpu Nehon 2018-03-01 21:03:19 +0100
  • 346173e2be Hardware Morph animation implementation and glTF loading Rémy Bouquet 2018-02-26 16:38:57 +0100
  • 909716fa03 Fixes link to original paper in shadow renderer Rémy Bouquet 2018-02-26 16:38:35 +0100
  • 84276ce099 Better armature debugger Rémy Bouquet 2018-02-26 16:38:00 +0100
  • 34114f5a82 Enhanced hardware skinning test Nehon 2018-01-31 21:25:24 +0100
  • 6ccacd257e fixes some isues with the gltfLoader when there are several skins Nehon 2018-01-07 14:33:11 +0100
  • 9dc87b71e9 Speed support and some clean up Rémy Bouquet 2018-01-02 13:34:12 +0100
  • ce88350abf Better blending structure Rémy Bouquet 2018-01-01 18:00:43 +0100
  • a8845a1506 Added a BlendAction that allows to blend animations Rémy Bouquet 2017-12-31 10:23:07 +0100
  • 449429974e Added the base of the blending system. Smooth transition between anims Rémy Bouquet 2017-12-30 17:33:35 +0100
  • dd5b90e281 Better performance Nehon 2017-12-26 23:38:05 +0100
  • 75a6e86e56 Ogre loader now loads animations and armature with the new system Nehon 2017-12-26 23:19:34 +0100
  • e99a093b5a Better armature joint selection Nehon 2017-12-26 10:30:54 +0100
  • f1a3593070 Display origin of the Armature debugger Nehon 2017-12-26 09:48:34 +0100
  • 8d39caec6a Further Armature debugger enhancements Nehon 2017-12-26 01:02:11 +0100
  • 8cf0f1a4d5 Added a way to toggle on/off the non deforming bones in the Armature debugger Nehon 2017-12-25 15:09:55 +0100
  • 1f3c0e4c84 Gltf loader now supports the new animation system Nehon 2017-12-25 00:45:46 +0100