jmonkeyengine/jme3-examples
Rémy Bouquet c47da8e9a1 Merge branch 'master' into PBRisComing
* master: (94 commits)
  First attempt to fix a bug reported by david_bernard_31, the size of the strings in the shader code was wrongly computed for the JOGL backend
  Allows to choose between the forward compatible profile and the backward compatible profile in the JOGL backend
  Displays the JOGL version instead of the NEWT version
  Updates JOGL (2.3.2)
  Bugfix: fix to importing blend files with linked content.
  native loader: set lwjgl library path for lwjgl3
  Updated lwjgl3 module to use LWJGL 3.0.0b #35 which is the current stable build.
  Change duplicated docstring in FlyByCamera.unregisterInput
  light : fixed pointLight v. bounding sphere unit test
  light : replaced duplicated code by methods from Intersection
  Removed native library jemalloc.dll for LWJGL3 as this will not be needed until 3.0.0b and after.
  light : added unit tests for the new support of bounding spheres intersections (for lightFilter)
  Fixed Issue #46 : The MaterialViewer will now simply ignore not available textures instead of crashing
  Lights (see #362) : added light v. sphere intersection, and implementations of intersectsSphere(), second attempt
  GImpactCollisionShape : fix for #188, added a call to updateBound() in native jni binding, just after creating the shape, (native createShape() method)
  Bugfix: fixed a bug that caused importer to crash when the author of the blend file assigned non existing UV coordinates group name to a mesh.
  Bugfix: fixed a bug that caused subdivision surface modifier to crash if at least one not connected vertex was in the mesh.
  The LWJGL 3 renderer was missing a call to GLContext.createFromCurrent(), sorted now.
  Changed the default app title in AppSettings to use the full name string from JmeVersion. This way no more manual changing of this will be needed for future versions. This also closes #320 which highlighted this issue. Thanks @8Keep.
  Fixed #316 where some post processing effects were not working when using OPENGL_3 renderer due to an error in the fragment shader.
  ...
2015-11-02 11:28:07 +01:00
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