nor..67
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5e4fc894e6
SDK:
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13 years ago |
nor..67
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8349783b6f
SDK:
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13 years ago |
nor..67
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a49c4068de
SDK:
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13 years ago |
nor..67
|
48bfbf0a65
SDK:
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13 years ago |
nor..67
|
076234eb54
SDK:
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13 years ago |
nor..67
|
cac4dd3e34
SDK:
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13 years ago |
nor..67
|
bb74e6b3bc
SDK:
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13 years ago |
nor..67
|
25e93782e6
SDK:
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13 years ago |
nor..67
|
e1ec8628ec
- change back update center icons due to labeling
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13 years ago |
nor..67
|
6bf64dcef7
- change update center icons
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13 years ago |
nor..67
|
bbc0e74330
- disable NetBeans Base update center by default
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13 years ago |
nor..67
|
20d960df9f
- change build script so that RC2 is a different version for the installer system
|
13 years ago |
rem..om
|
d82953b7b8
test PSSM: set the light dirrection to a non failing value until the issue is fixed
|
13 years ago |
nor..67
|
e755d17819
SDK:
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13 years ago |
nor..67
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b9717e2faf
SDK:
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13 years ago |
nor..67
|
3fadc2242f
SDK:
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13 years ago |
nor..67
|
803acd4662
SDK:
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13 years ago |
nor..67
|
ef9ade64e8
SDK:
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13 years ago |
Kae..pl
|
d4ddc2beeb
Memory usage improvements:
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13 years ago |
nor..67
|
0b1681c29f
SDK:
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13 years ago |
nor..67
|
8eb7c833e6
SDK:
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13 years ago |
Kae..pl
|
2148c256d3
Allowing only a single armature modifier and object animation modifier to be applied over an object.
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13 years ago |
Kae..pl
|
6e027bd51e
Fixing a bug where applied armeture has no skeleton attached.
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13 years ago |
rem..om
|
281d38d609
RenderManager : Changed renderScene to reset the camera plane state to 0 (the first node to render is not always a root, it can be a sub part of the scene graph) and call renderSubScene.
|
13 years ago |
iwg..ic
|
3afb803c68
Added check for sensor data accuracy to ignore data when sensor accuracy is unreliable.
|
13 years ago |
bre..om
|
77a1ec09f8
moved terrainGrid normal recalculations out of the tile loading loop to run after all tiles have loaded
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13 years ago |
rem..om
|
cbafa1852b
Shadows : There is now an alternative to the PssmRenderer : the PssmFilter that has to be used as any other filter. It does the same ass the PssmRenderer except the post shadow pass is done in screen space making it run very faster on scene that have a lot of shadow recieving Geometries.
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13 years ago |
PSp..om
|
f0d4f86dd8
Updates to use logical ID mapping instead of names.
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13 years ago |
PSp..om
|
52b08cd0da
Updated to work with logical ID instead of name.
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13 years ago |
PSp..om
|
d9dd8603b8
Remap logical ID instead of name since it is now
|
13 years ago |