pspeed42
|
d5e20d53d0
Implemented accurate bounding sphere to triangle
|
11 years ago |
pspeed42
|
1ad6a57b32
Added a version of createFloatBuffer that takes
|
11 years ago |
Rémy Bouquet
|
628f73cb79
Merge pull request #158 from Perjin/colorRGBA-bugfix
|
11 years ago |
Jan Ivenz
|
dacaaa5477
Fixed clamp method in ColorRGBA.
|
11 years ago |
pspeed42
|
e76e770d17
Modified the multi-slot buffer support to work even
|
11 years ago |
pspeed42
|
216f874175
Added support for instancing at the mesh level.
|
11 years ago |
pspeed42
|
7ca599dfd9
More tabs to spaces.
|
11 years ago |
pspeed42
|
61cbf16ebc
Fixed the duplicate definition errors in normal.vert
|
11 years ago |
pspeed42
|
cce7b0f6de
More tab eradication.
|
11 years ago |
pspeed42
|
9b8b730c44
Added a license header.
|
11 years ago |
Paul Speed
|
1a4f07b36a
Fixing tabs to spaces.
|
11 years ago |
neph1
|
8700871e76
Fixed some merge issues (now it's working properly)
|
11 years ago |
Nehon
|
1b7421a153
Used correct colorSpace in android Image loaders
|
11 years ago |
Nehon
|
7356b727c3
Instancing now works with Lighting material, and shadows are supported with instanced geometries
|
11 years ago |
Nehon
|
a11bfa5e63
Fixed a bug where grouped geom were rendered in shadow pre-pass because they were still in the shadow cast queue
|
11 years ago |
shadowislord
|
fa41da59a4
* Fix outstanding cloning related issues in InstancedNode
|
11 years ago |
shadowislord
|
6ddc68278b
* Make sure InstancedGeometry is non-batchable spatial
|
11 years ago |
shadowislord
|
4ae99f9d5d
* Fix incorrect reset of Geometry members after cloning
|
11 years ago |
shadowislord
|
4fdce777b5
* Fix ParticleEmitter.control reference which became incorrect after cloning
|
11 years ago |
shadowislord
|
564a08672f
* Remove InstancedNode.setCullHint(CullHint.Never) from TestInstancedNode example as it is not neccessary
|
11 years ago |
shadowislord
|
eee43b470e
* Added InstancedNode: easy to use instancing with similar API to BatchNode. The underlying scene graph will be automatically optimized so instancing is used as much as possible, thus reducing number of draw calls and improving performance. Unlike BatchNode, it does not copy the geometry's mesh around, but only its transform. In order for it to work, it requires the Renderer to support the GeometryInstancing capability.
|
11 years ago |
shadowislord
|
52b93ba933
* Made Geometry.associate/unassociate To/From GroupNode methods public so they can be GeometryGroupNode implementations outside the com.jme3.scene package
|
11 years ago |
shadowislord
|
5b7a408bcc
* Fix issue where BatchNode.clone() would still re-use the previous BatchNode's data structures
|
11 years ago |
shadowislord
|
ef1e69c182
* Instanced objects are now considered a single object when generating rendering statistics
|
11 years ago |
neph1
|
8738f961ea
This is the long-overdue initial check in of KinematicRagdollControl with IK support. It also contains some modifications to Bone. Tested with TestBoneRagdoll to ensure backwards compatibility. Please review.
|
11 years ago |
neph1
|
ed6256ef47
Fix for handling multiple channels in AnimationEvent
|
11 years ago |
Nehon
|
7df6235dcd
The packaged zip now contains the sources
|
11 years ago |
Nehon
|
c171235b27
Changed the build so that the produced zip has a valid path
|
11 years ago |
Nehon
|
7956e513e2
created a createZipDistribution task on the gradle build
|
11 years ago |
Nehon
|
9c8f1b8b75
added *.dll to git ignore because I was tired to see extracted natives in my working copy
|
11 years ago |