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Add unInterpolateLinear to FastMath class
Fix for 1051
* Attempt to fixing 1074 * Added method implementations in GlRenderer * Added test. * Added test to jme-examples * Some changes to resolve merge conficts * Fixes * Indent-fixes * Documented the class and added stop() * Fixed a minor error * Fixed build gradles * Removed line ending
…rticlesPerSec set to still emit (#1114) Previously if particlesPerSec was constantly set timeDifference could never grow large enough to emit a particle as timeDifference was reset to zero each time. This fixes that problem while still ensuring that timeDifference can't have grown very very large (leading to huge numbers of particles being emitted) by capping the timeDifference at the point where its just about to emit a particle. Discussed at https://hub.jmonkeyengine.org/t/particle-emitter-cannot-emit-particles-if-its-emissions-per-second-is-updated-every-frame/41930/2
* Fixed "broken" @see tags causing Javadoc NPE in JDK 11 * Updated comments to clear Javadoc warnings in JDK 11 * Added @deprecated annotations to clear JDK 11 Javadoc warnings
…anged. + unit test
* GImpactShape Test Added * GImpactShape Test Updates (WIP) * Minor tweaks based on feedback * Minor corrections + documentation added * Final tweaks
jME's RMI registry uses an internal SharedObject class to track metadata about objects that have been shared. The problem is that when you retrieve the shared object, the RMI implementation mistakenly attempts to cast the SharedObject holder to the class of the actual shared object. This PR fixes that bug by casting the actual shared object instead of the SharedObject holder.
… libraries from bintray
...which was not setting new length to transition tween and causing the new length to have no effect.
* Fix the task 'getPrebuiltNatives' * Do not replace native if it's newer than zip
* Update GLImageFormats.java * Added basic support for openGL ES 3.0 and GLSL300 for android Added instancing support for android which is core feature in GLES3.0 Added fix for shadows in android * Fixed required types of GLES30.glDrawElementsInstanced * Properly check GLES3 version and setting precision for shaders for all GLSL ES versions * Added support for Opengl ES 3.1 and 3.2 and their shader versions Added proper checkings for new OpenGL ES versions Fixed some issues with shadow rendering in GLES 3.0 or better (strict type checking, OpenGL ES specific extensions and percision definition) Added GLSL320 and GLSL300 to Unshaded and Lighting materials * Added depth texture 24bit for OpenGL ES * Added geometry shaders and tessellation to GLES 3.1 as extension and GLES 3.2 as core Modified test materials to use GLSL310 * Added FB blit for android GLES30 * Added GlSL300 or better to all effects not able to run in GLSL100 Mods on Shadows.glsllib to try to fix android shadow rendering Fixed ssaoBlur.frag that was using a reserved word Fixed precision type missmatch from vertex to fragment shader * Partial multisample support Framebuffer MRT support * Temporarily removed texture multisampling (not being able to compile using GLES31) * Updated android.jar to api28 Enabled multisampling * Better checking for GLES3 * Removed insert precision for all shaders. This avoided some random precision missmatch error but created rendering issues * Removed border check for GLES, caused filtered shadows not to render on GLES2.0 devices Added texture compare mode for GLES3.0 and better to be able to use sampler2DShadow Modified base materials (Lighting and Unshaded) to use only GLSL100 for post shadow pass * Corrected texture comparison function that were incorrectly changed * Added precision to samplers for GLESSL300 also * Created a subclass of Glsl150ShaderGenerator (Glsl300ShaderGenerator) to support ShaderNodes in GLES SL30 and included it's usage in DesktopAssetManager. Nowadays just copied and overwrote the version string. Needs a full review Added image format RGB16F to be used as texture format only in GLES30 (cannot be used as FB format) Added GLSL300 and/or GLSL310 to different materials * Cleaned GLSL300 generator Fixed shadows glsl lib removing use of GL_EXT_gpu_shaders5 * Fixed usag of textureCubeLod in fragment shader of envMapping which is unsupported in GLES2.0 Modified PBRLighting frag to properly compile on GLES3 * Added GLSL300 and 310 to PostShadowFilter material definition * Make post shadow filter use GLSL100 for GLSL300 Set highp as default precision to fix glitched shadows caused because not enough precision * Changed water_normalmap.dds to uncompressed RGB8 because DXT1 is mostly unsupported in GLES * Fixed GLES30 compilation issues in Water shaders and added GLSL300 to LightScattering material. ** Not fully tested * Added RGB8 dds formatted FullskiesSunset to be used in any platform. Previous file moved to _dtx1.dds * Set GL_TEXTURE_MAX_LEVEL in GLES30 contexts fixing issue with not fully mipmapped images and PBR rendering * Fixed compilation of jme3-android-examples and upgraded sdk version to use * Fixed Geometry Shader and Tessellation Shaders in testdata package to properly compile on GLES320 * Added non-compressed textures to be able to run all examples on android Enabled texture arrays and 3d textures on opengl es 3.0. Peding to implement wrappers to android gl functions (currently getting NullPointerException) * More GLES30 functions included to properly support texture arrays, 3d textures and multisampling matching jme core code * Fixed 3D texture tests for GLES30 Fixed texture 3D and texture array example shader compilation on GLES30 Fixed some random missing precision compilation errors on GLES30 * Fixed TestTextureArray for GLES30 * Some multisample additions and removal of GLES3 multisampling enable caps Added RGBA16F as valid format for GLES32 and using it by default in env camera instead of RGB16F. kept fall back to RGB8 * added float and half float formats for gles30 added rgb10a2 format for gles30 fixed usage of glTexImage2D removed EnvironmentCamera fallback image format as it's useless now * Added more image formats for GLES30 Fixed rgb8 if having Caps.Rgba8 * Enabled RadialBlur for gles30 * Fixed luminance texture formats for gles * Added more depth image formats for gles3 * Enabled multisampling in gles3 * Added GLES30 functions to GLDebugES Reverted TestTexture3D and TestTextureArray to use RGB8 format Updated EnvMapping100.frag to use EXT_shader_texture_lod in gles sl 100 if available * Removed all aditional not used compressed dds files Removed also Pond and rock png files previously used in TestTextureArray * Removed compressed water_normalmap_dxt1.dds * Changed GLES_30 and AndroidGL implementing GL2 to avoid duplicated code checking GL2 vs GLES30 * Added aditional checking to avoid gles30 calls from gles20 only devices
…). Update bullet library to the current master branch (needed for compatibility patch with recent clang).
… custom version name property.
* Implemented basic android buffer allocator for newer wrapped buffer classes to be used instead of the default ReflectionAllocator
…e to a texture2D.
joliver82
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Oct 7, 2024
* coding style improvements + use curly braces where optional (4.1.1) + indent continuation lines by +8 (4.5.2) + no single space after an open paren or before a close paren (4.6.2) + no single space before an unary operator (4.6.2) + no single space before a square bracket (4.6.2) + single space before "else" (4.6.2 #2) + single space before an open curly brace (4.6.2 #3) + single space around a binary or ternary operator (4.6.2 #4) + single space after a comma (4.6.2 #5) * coding style improvements: no wildcard imports (3.3.1) * RenderContext: import ordering and spacing (3.3.3) * wrap lines that exceed 110 characters * single variable per declaration (4.8.2.1) * Caps: mark fallthrough with comments (4.8.4.2) * RenderContext: "static" before "final" (4.8.7) * constant names use CONSTANT_CASE (5.2.4) Note: **API change** * ignore acronyms in camel case (5.3) Note: **API change** * improve the javadoc style: + paragraphs separated by a blank line (7.1.2) + successive paragraphs start with "<p>" (7.1.2) + javadoc blocks begin with a summary fragment, not a sentence (7.2) + summary not in imperative mood (7.2) + summary capitalized and punctuated like a sentence (7.2) * Renderer: re-order block tags (7.1.3) * indent block-tag continuations by at least +4 (7.1.3) * one blank line before the first block tag (7.1.3) * correct indentation of javadoc in 2 places (7.1.1) * TestIDList: ignore acronyms in camel case (5.3) * revisit the javadoc style, reverting portions of e763ecb * one annotation per line (4.8.5) * add required javadoc (7.3) * Camera: blank line before the first block tag (7.1.2) * Camera: revert an unintented change * Camera: change "Determines" to "Returns" in 2 places * no trailing spaces * revert API changes * convert comment to javadoc and add missing javadoc
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