A complete 3D game development suite written purely in Java.
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jmonkeyengine/engine/src
sgold 5eb5f0d2cc remove 8 octree optimization files from trunk 11 years ago
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android Made trunk sync with commit r11019 and commit r11020 11 years ago
blender/com/jme3 Feature: added support for 'Maintain volume' constraint. 11 years ago
bullet/com/jme3/bullet Native bullet raytest m_flags now accessible to Java, updated bullet builds incoming... 11 years ago
bullet-common/com/jme3/bullet KinematicRagdollControl now throws a proper exception when the skeleton control is not found on the model. 11 years ago
bullet-native - fix meshcollisionshape header file 11 years ago
core improve inline documentation in AbstractShadowRenderer.java ... trunk 11 years ago
core-data Used texture function instead of texture2D function for glsl1.5 shaders, as it's deprecated an seems to fail on some hardware 11 years ago
core-effects LightScatteringFilter : changed the way the light shafts are blended into the original scene. 11 years ago
core-plugins/com/jme3 Fixed an issue with how reading text files with bufferedReader was done. Using a null check for EOF instead of buffer.ready(). This was causing a NPE on android 4.4 11 years ago
desktop Committed a patch for ARGB8 and BGRA8 support 11 years ago
ios/com/jme3 Added support of UInt vertex indexes on iOS if available 11 years ago
jbullet/com/jme3/bullet * Add capability to serialize BVH data structure for MeshCollisionShape when native bullet is used (see http://hub.jmonkeyengine.org/forum/topic/meshcollisionshape-serialize/) 12 years ago
jheora/com/jme3/newvideo Replace NetBeans file templates with jME licenses 13 years ago
jogg/com/jme3/audio/plugins - set logging from Level.INFO to Level.FINE for most logging 12 years ago
jogl/com/jme3 Committed a patch for ARGB8 and BGRA8 support 11 years ago
lwjgl/com/jme3 Committed a patch for ARGB8 and BGRA8 support 11 years ago
networking/com/jme3/network Provide access to an in-order list of all class 11 years ago
niftygui Re added nifty optimization to not render fully transparent quads 11 years ago
ogre/com/jme3/scene/plugins/ogre 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. 12 years ago
openal-soft-native/android Android: Add support for effects, filters, reverb, and environment to Android implementation of OpenAL Soft 12 years ago
terrain TerrainLighting.frag refactored to allow for omitted texture layers 11 years ago
test/jme3test remove 8 octree optimization files from trunk 11 years ago
tools/jme3tools remove 8 octree optimization files from trunk 11 years ago
xml/com/jme3/export/xml Change all source licenses to say 2009-2012 13 years ago