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 |