PSp..om
|
64112acc83
Fix for a very subtle floating point precision
|
12 yıl önce |
rem..om
|
00354e426d
GeometryBatchFactory now properly handles batching geometries with different numbe rof lod levels.
|
12 yıl önce |
rem..om
|
3800db318c
LodGenerator now properly shift short indexes so that there is no negative value when assigned to an int and used as an index in an array
|
12 yıl önce |
rem..om
|
a14b6a3a50
Fixed Bloom filter downsampling, broken in change 10750
|
12 yıl önce |
rem..om
|
8ffd1363b5
Fixed Fxaa, I broke it with change 10750
|
12 yıl önce |
rem..om
|
f3165b632f
Fix to water filter where there was a remaining "m_" in a paremeter set
|
12 yıl önce |
rem..om
|
f8be6cf686
One can now change the depth test function throught the additional renderstate of a material.
|
12 yıl önce |
Kae..pl
|
8f307f8fa5
Added an eclipse '.settings' folder to svn ignore list.
|
12 yıl önce |
PSp..om
|
c69756acbc
Let the comparator be reset without having to create
|
12 yıl önce |
iwg..ic
|
1e3e14ba75
Update cursorPos for TouchEvents so InputManager.getCursorPosition() returns the last touch location.
|
12 yıl önce |
iwg..ic
|
123ccabaff
Android: Don't render mesh if vertex count == 0
|
12 yıl önce |
sha..RD
|
610d6e47fc
* Avoid leaking FD in Natives.computeNativesHash()
|
12 yıl önce |
Sha..om
|
e66abb780d
* Respect the JmeContext.Type for OffscreenSurface value when the JmeSystem gets a request for a context
|
12 yıl önce |
Sha..om
|
55ab8f5d30
* Add convenience methods clearUniformsSetByCurrentFlag() and resetUniformsNotSetByCurrent() to Shader (normally this is performed by Material)
|
12 yıl önce |
sha..RD
|
67ce41ee57
* Make sure to reset planeState and viewportChanged values in when cloning cameras
|
12 yıl önce |
sha..RD
|
228a8e2ebd
* VertexBuffer.invariant() - check that buffer position is zero and limit is non zero
|
12 yıl önce |
sha..RD
|
d048d5d6c1
* Avoid FD leaking in AbstractHeightMap save
|
12 yıl önce |
sha..RD
|
f94bc8660c
* Avoid FD leaking in binary importer/exporter
|
12 yıl önce |
Kae..pl
|
d6a1b63206
Bugfix: fix to specular light loading. Taking intensity into consideration. Fix given by: pfannenwender.
|
12 yıl önce |
nor..67
|
2bb849a0f3
- change build file to use build-zip target
|
12 yıl önce |
nor..67
|
e4ffcec925
SDK
|
12 yıl önce |
Kae..pl
|
1b17c4fd04
Bugfix: fixes to specular shininess loading.
|
12 yıl önce |
Kae..pl
|
b4dfd528ee
Bugfix: fixes to scale/rotation setting and reading.
|
12 yıl önce |
nor..67
|
a3876e49de
- build engine zip release for stable build as well
|
12 yıl önce |
nor..67
|
92331fcc37
SDK:
|
12 yıl önce |
nor..67
|
f9c5d22f80
SDK:
|
12 yıl önce |
nor..67
|
20920e5241
SDK:
|
12 yıl önce |
nor..67
|
630aabe9e0
- change use of branding.token in project.properties
|
12 yıl önce |
rem..om
|
b20905f08d
WaterFilter now use the built in global uniform ViewProjectionMatrixInverse instead of a custome material parameter
|
12 yıl önce |
rem..om
|
afa9376b26
- FilterPostProcessor no longer use a different camera to render the fulscreen quad. This greatly simplify the multiviewport filtering handling and global uniform matrix will now be usable in fliter's shaders, because it uses the same cam as the back buffer scene.
|
12 yıl önce |