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