Commit History

Author SHA1 Message Date
  rem..om e34d483973 Cleaned up SimpleWater uniform and varyings to not systematically use vec4 for no reason. 12 years ago
  rem..om 761fe60388 Added missing getters for SimpleWaterProcessors 12 years ago
  Kae..pl f8c256d127 Feature: added scale retreive methods to Matrix4f. 12 years ago
  bre..om 0ffe547d5a test case showing soft particle issues, they end up quite hard... 12 years ago
  PSp..om e7aa7eb627 Modified maxLocal and minLocal to return 'this' to 12 years ago
  nor..67 ffd8c72c66 - slightly improve AbstractPhysicsControl flow 12 years ago
  bre..om 61641eaaf5 reenabled the terrain paint button 12 years ago
  Kae..pl 4f104e4200 Bugfix: (hopefully) final fixes to armature applying to models without applied transformations (+ removing unused pieces of code) 12 years ago
  Kae..pl e282db0f7f Minor fixes to armature loading. 12 years ago
  sha..RD a725516f00 * Fine, Eric. 12 years ago
  sha..RD cb0a2ed1cd * Throw UnsupportedOperationException if multiple FBO color attachments are used on Android (only a single attachment, GL_COLOR_ATTACHMENT0, is supported) 12 years ago
  sha..RD 27bf244729 * Added glGetError() checks after every GL call (its ugly, I know, but it helps with debugging). Added option to disable it with constant on RendererUtil.ENABLE_ERROR_CHECKING. 12 years ago
  sha..RD 9f4f321098 * Semi-colon. 12 years ago
  sha..RD 30c7347cdf * If the render buffer storage format is 0 (not supported), throw exception instead of passing invalid enum to a GL call 12 years ago
  sha..RD bcf3b7e7b6 * Added proper checks for RGBA8 support. All formats now specify the renderBufferInternalFormat 12 years ago
  rem..om 01e2403f6c Changed TestBatchNodeTower so that it doesn't use deprecated stuff anymore 12 years ago
  rem..om ecc35e84c5 Shadows, enhanced TestShadowsPerf 12 years ago
  rem..om 74a91559aa Shadows Fixed issue where the new stabilization code was making black bandings when no object was in a split. 12 years ago
  rem..om 85b4605229 Shadows Fixed issue where Edge filtereing was not properly initialized and was causing a crash when compiling the shader 12 years ago
  iwg..om ba8f8db23c Android: 12 years ago
  Zer..om 9c91d8c8e1 Fixed a bug where if you started a new animation from the animation complete callback of another animation no event was triggered at the end of the new animation. 12 years ago
  rem..om b5014c5fbc Implemented stable shadows for DirectionalLightShadowRenderer 12 years ago
  iwg..om 107b3f2b88 Modify normal map to use png instead of dds to enable running on Android 12 years ago
  iwg..om e26c86c794 Android: Initial commit to support FrameBuffers. This is still a work in progress. FilterPostProcessors currently don't work on Android devices that do not support NPOT. 12 years ago
  Kae..pl a1fd0272d4 Bugfix: only rotation is used to transform node to its parent armature transformation when computing bone positions. 12 years ago
  Kae..pl 06f5cab5ba Bugfix: fixed an issue with skeleton loading when the armature was not a parent of an object it should animate. 12 years ago
  rem..om 33ad135b28 added back the light in testenvmap 12 years ago
  Zer..om 4d16f05f23 Fixed a bug in AnimChannel which would cause it to keep repeatedly issuing Animation Complete callbacks every frame once the animation did complete rather than issueing one once each time the animation completed. 12 years ago
  rem..om 85b3e7e8c5 Made soft particles work with MS anti aliasing 12 years ago
  tsr d20110a43b Add: ExtractAnimation SceneComposer Animation Action 12 years ago