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@@ -57,18 +57,18 @@ Use the SimpleWaterProcessor (SceneProcessor) for small, limited bodies of water
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<div class="sect2"><h3 id="special-glass-metal-dissolve-toon">Special: Glass, Metal, Dissolve, Toon</h3><div class="imageblock right"><div class="content"><img src="../../jme3/advanced/toon-dino.png" alt="toon-dino.png" width="150" height="100"></div></div>
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<div class="sect2"><h3 id="special-glass-metal-dissolve-toon">Special: Glass, Metal, Dissolve, Toon</h3><div class="imageblock right"><div class="content"><img src="../../jme3/advanced/toon-dino.png" alt="toon-dino.png" width="150" height="100"></div></div>
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<div class="sect2"><h3 id="toon-effect">Toon Effect</h3><div class="ulist"><ul><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/post/TestCartoonEdge.java">jme3/src/test/jme3test/post/TestCartoonEdge.java</a> – CartoonEdgeFilter</p></li><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/post/TestTransparentCartoonEdge.java">jme3/src/test/jme3test/post/TestTransparentCartoonEdge.java</a> – CartoonEdgeFilter</p></li></ul></div></div>
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<div class="sect2"><h3 id="toon-effect">Toon Effect</h3><div class="ulist"><ul><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/post/TestCartoonEdge.java">jme3/src/test/jme3test/post/TestCartoonEdge.java</a> – CartoonEdgeFilter</p></li><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/post/TestTransparentCartoonEdge.java">jme3/src/test/jme3test/post/TestTransparentCartoonEdge.java</a> – CartoonEdgeFilter</p></li></ul></div></div>
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<div class="sect2"><h3 id="fade-in-fade-out">Fade in / Fade out</h3><div class="ulist"><ul><li><p><a href="../../jme3/advanced/fade.html">Fade</a> – FadeFilter</p></li></ul></div></div>
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<div class="sect2"><h3 id="fade-in-fade-out">Fade in / Fade out</h3><div class="ulist"><ul><li><p><a href="../../jme3/advanced/fade.html">Fade</a> – FadeFilter</p></li></ul></div></div>
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-<div class="sect2"><h3 id="user-contributed">User Contributed</h3><div class="paragraph right"><p><span class="image"><img src="../../jme3/advanced/shaderblow_light1.jpg" alt="shaderblow_light1.jpg" width="78" height="150"></span><br>
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+<div class="sect2"><h3 id="user-contributed">User Contributed</h3><div class="openblock float-group"><div class="content"><div class="paragraph right"><p><span class="image"><img src="../../jme3/advanced/shaderblow_light1.jpg" alt="shaderblow_light1.jpg" width="78" height="150"></span><br>
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<span class="image"><img src="../../jme3/advanced/shaderblow_glass.jpg" alt="shaderblow_glass.jpg" width="80" height="150"></span><br>
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<span class="image"><img src="../../jme3/advanced/shaderblow_glass.jpg" alt="shaderblow_glass.jpg" width="80" height="150"></span><br>
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<span class="image"><img src="../../jme3/advanced/shaderblow_matcap.jpg" alt="shaderblow_matcap.jpg" width="150" height="150"></span><br>
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<span class="image"><img src="../../jme3/advanced/shaderblow_matcap.jpg" alt="shaderblow_matcap.jpg" width="150" height="150"></span><br>
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<span class="image"><img src="../../jme3/advanced/shaderblow_light2.jpg" alt="shaderblow_light2.jpg" width="66" height="150"></span></p></div>
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<span class="image"><img src="../../jme3/advanced/shaderblow_light2.jpg" alt="shaderblow_light2.jpg" width="66" height="150"></span></p></div>
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<div class="paragraph"><p><a href="../../sdk/plugin/shaderblow.html">ShaderBlow - GLSL Shader Library</a></p></div>
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<div class="paragraph"><p><a href="../../sdk/plugin/shaderblow.html">ShaderBlow - GLSL Shader Library</a></p></div>
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<div class="ulist"><ul><li><p>LightBlow Shader – blend material texture maps</p></li><li><p>FakeParticleBlow Shader – jet, fire effect</p></li><li><p>ToonBlow Shader – Toon Shading, toon edges</p></li><li><p>Dissolve Shader – Scifi teleportation/dissolve effect</p></li><li><p>MatCap Shader – Gold, metals, glass, toons…!</p></li><li><p>Glass Shader – Glass</p></li><li><p>Force Shield Shader – Scifi impact-on-force-field effect</p></li><li><p>SimpleSprite Shader – Animated textures</p></li><li><p>SimpleSpriteParticle Shader – Sprite library</p></li><li><p>MovingTexture Shader – Animated cloud/mist texture</p></li><li><p>SoftParticles Shader – Fire, clouds, smoke etc</p></li><li><p>Displace Shader – Deformation effect: Ripple, wave, pulse, swell!</p></li></ul></div>
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<div class="ulist"><ul><li><p>LightBlow Shader – blend material texture maps</p></li><li><p>FakeParticleBlow Shader – jet, fire effect</p></li><li><p>ToonBlow Shader – Toon Shading, toon edges</p></li><li><p>Dissolve Shader – Scifi teleportation/dissolve effect</p></li><li><p>MatCap Shader – Gold, metals, glass, toons…!</p></li><li><p>Glass Shader – Glass</p></li><li><p>Force Shield Shader – Scifi impact-on-force-field effect</p></li><li><p>SimpleSprite Shader – Animated textures</p></li><li><p>SimpleSpriteParticle Shader – Sprite library</p></li><li><p>MovingTexture Shader – Animated cloud/mist texture</p></li><li><p>SoftParticles Shader – Fire, clouds, smoke etc</p></li><li><p>Displace Shader – Deformation effect: Ripple, wave, pulse, swell!</p></li></ul></div>
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-<div class="paragraph"><p>Thanks for your awesome contributions! Keep them coming!</p></div></div></div>
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-<div class="sect2"><h3 id="particle-emitters-explosions-fire-smoke">Particle Emitters: Explosions, Fire, Smoke</h3><div style="text-align: right;" class="imageblock"><div class="content"><img src="../../jme3/advanced/explosion-5.png" alt="explosion-5.png" width="150" height="100"></div></div>
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-<div style="text-align: right;" class="imageblock"><div class="content"><img src="../../jme3/advanced/particle.png" alt="particle.png" width="150" height="100"></div></div>
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+<div class="paragraph"><p>Thanks for your awesome contributions! Keep them coming!</p></div></div></div></div></div>
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+<div class="sect2"><h3 id="particle-emitters-explosions-fire-smoke">Particle Emitters: Explosions, Fire, Smoke</h3><div class="paragraph right"><p><span class="image"><img src="../../jme3/advanced/explosion-5.png" alt="explosion-5.png" width="150" height="100"></span><br>
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+<span class="image"><img src="../../jme3/advanced/particle.png" alt="particle.png" width="150" height="100"></span></p></div>
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<div class="paragraph"><p><a href="../../jme3/advanced/particle_emitters.html">Particle emitter effects</a> are highly configurable and can have any texture. They can simulate smoke, dust, leaves, meteors, snowflakes, mosquitos, fire, explosions, clusters, embers, sparks…</p></div>
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<div class="paragraph"><p><a href="../../jme3/advanced/particle_emitters.html">Particle emitter effects</a> are highly configurable and can have any texture. They can simulate smoke, dust, leaves, meteors, snowflakes, mosquitos, fire, explosions, clusters, embers, sparks…</p></div>
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-<div class="ulist"><ul><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestExplosionEffect.java">jme3/src/test/jme3test/effect/TestExplosionEffect.java</a> – debris, flame, flash, shockwave, smoke, sparks</p></li><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestPointSprite.java">jme3/src/test/jme3test/effect/TestPointSprite.java</a> – cluster of points</p></li><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestMovingParticle.java">jme3/src/test/jme3test/effect/TestMovingParticle.java</a> – dust, smoke
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-'''</p></li></ul></div>
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+<div class="ulist"><ul><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestExplosionEffect.java">jme3/src/test/jme3test/effect/TestExplosionEffect.java</a> – debris, flame, flash, shockwave, smoke, sparks</p></li><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestPointSprite.java">jme3/src/test/jme3test/effect/TestPointSprite.java</a> – cluster of points</p></li><li><p><a href="http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestMovingParticle.java">jme3/src/test/jme3test/effect/TestMovingParticle.java</a> – dust, smoke</p></li></ul></div>
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+<hr>
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<div class="sect2"><h3 id="creating-your-own-filters">Creating your own Filters</h3><div class="paragraph"><p>Here is an extract taken from @nehon in the forum thread (<a href="http://hub.jmonkeyengine.org/forum/topic/how-exactly-do-filters-work/">http://hub.jmonkeyengine.org/forum/topic/how-exactly-do-filters-work/</a>)</p></div>
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<div class="sect2"><h3 id="creating-your-own-filters">Creating your own Filters</h3><div class="paragraph"><p>Here is an extract taken from @nehon in the forum thread (<a href="http://hub.jmonkeyengine.org/forum/topic/how-exactly-do-filters-work/">http://hub.jmonkeyengine.org/forum/topic/how-exactly-do-filters-work/</a>)</p></div>
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<div class="paragraph"><p>The methods are called in this order (pretty much the same flow as processors):
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<div class="paragraph"><p>The methods are called in this order (pretty much the same flow as processors):
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- initFilter() is called once when the FilterPostPorcessor is initialized or when the filter is added to the processor and this one as already been initialized.</p></div>
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- initFilter() is called once when the FilterPostPorcessor is initialized or when the filter is added to the processor and this one as already been initialized.</p></div>
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@@ -84,10 +84,10 @@ You assume well about the SSAO filer, the normal of the scene are rendered to a
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For example, a Pass can be (as in the SSAO filter) an extra render of the scene with a forced technique, and you have to handle the render yourself in the postQueue method.
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For example, a Pass can be (as in the SSAO filter) an extra render of the scene with a forced technique, and you have to handle the render yourself in the postQueue method.
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It can be a post pass to do after the main filter has been rendered to screen (for example an additional blur pass used in SSAO again). You have a list of passes called postRenderPass in the Filter abstract class. If you add a pass to this list, it’ll be automatically rendered by the FilterPostProcessor during the filter chain.</p></div>
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It can be a post pass to do after the main filter has been rendered to screen (for example an additional blur pass used in SSAO again). You have a list of passes called postRenderPass in the Filter abstract class. If you add a pass to this list, it’ll be automatically rendered by the FilterPostProcessor during the filter chain.</p></div>
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<div class="paragraph"><p>The bloom Filter does an intensive use of passes.</p></div>
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<div class="paragraph"><p>The bloom Filter does an intensive use of passes.</p></div>
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-<div class="paragraph"><p>Filters in a nutshell.
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-'''</p></div>
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+<div class="paragraph"><p>Filters in a nutshell.</p></div>
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+<hr>
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<div class="paragraph"><p>See also:</p></div>
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<div class="paragraph"><p>See also:</p></div>
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-<div class="ulist"><ul><li><p><a href="../../jme3/advanced/particle_emitters.html">Particle Emitters</a></p></li><li><p><a href="../../jme3/advanced/bloom_and_glow.html">Bloom and Glow</a></p></li><li><p><a href="http://www.smashingmagazine.com/2008/08/07/50-photoshop-tutorials-for-sky-and-space-effects/">Photoshop Tutorial for Sky and space effects (article)</a></p></li></ul></div></div></div></div><div id="footer"><div id="footer-text">Version <br>Last updated 2017-01-25 01:26:28 UTC</div></div><script type="text/javascript" src="https://cdn.jsdelivr.net/docsearch.js/2/docsearch.min.js"></script><script>docsearch({
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+<div class="ulist"><ul><li><p><a href="../../jme3/advanced/particle_emitters.html">Particle Emitters</a></p></li><li><p><a href="../../jme3/advanced/bloom_and_glow.html">Bloom and Glow</a></p></li><li><p><a href="http://www.smashingmagazine.com/2008/08/07/50-photoshop-tutorials-for-sky-and-space-effects/">Photoshop Tutorial for Sky and space effects (article)</a></p></li></ul></div></div></div></div><div id="footer"><div id="footer-text">Version <br>Last updated 2017-01-25 01:35:27 UTC</div></div><script type="text/javascript" src="https://cdn.jsdelivr.net/docsearch.js/2/docsearch.min.js"></script><script>docsearch({
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