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In-pass shadows (WIP) #723
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406c314
Use correct HALF_FLOAT constant for GLES
shadowislord 2596946
Support GLTracer and GL debug in Android
shadowislord 69139a1
Support instancing in GLTracer
shadowislord 23700d5
Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
shadowislord 7a22f8c
Support ABGR8 using swizzle extension
shadowislord af3a0c7
Move glFramebufferTextureLayer to GLFbo
shadowislord b0316e4
Avoid RGB111110F in filters unless its actually supported
shadowislord 88aaa07
Use the same depth format in all places in FPP
shadowislord 7441865
Print the object with the problem in NativeObjectManager
shadowislord 134c365
Merge remote-tracking branch 'origin/master' into opengles2-fixes
shadowislord bc50b09
Don't upload NULL texture slices
shadowislord 16e4726
Support shadow maps in GLES
shadowislord 4d60b2d
Merge remote-tracking branch 'origin/opengles2-fixes' into in-pass-sh…
shadowislord 2ce2995
Don't reset lights that were never checked in light filter
shadowislord f5ad027
Make tech logic impls responsible for light filtering
shadowislord 55e9fd0
Remove scale from updateFrustumPoints since its always 1.0
shadowislord cfcec44
Add ShadowMap interface
shadowislord 42051b0
StaticPass supports setting shadow map index on light
shadowislord ce28e35
Fix additional render state missing apply = false
shadowislord 8a74727
Make sure apply = false for all forced render states
shadowislord d159e17
Combine forced render state with the one in the technique
shadowislord 9c4fcac
Add PreShadowArrayRenderer
shadowislord 77e552f
Implement static pass in the lighting material
shadowislord 5aa2c72
Fix syntax error
shadowislord a314588
Support dynamic number of shadow maps
shadowislord 0a4a439
optimize pssm split calculation
shadowislord 2c38591
optimize pssm split calculation
shadowislord 3889cb4
calculate lighting in world space
shadowislord b52d0e3
fix wrong counts
shadowislord 1e861fd
Merge branch 'in-pass-shadows' of github.com:jMonkeyEngine/jmonkeyeng…
shadowislord 47b34c6
optimize clearing shadow maps
shadowislord ec0fcd2
support point light shadows
shadowislord c136a42
use PBR + support point light shadows in shader
shadowislord c3cfab6
use 16-bit depth by default
shadowislord 0fae383
remove unused methods
shadowislord 4b4bf24
fix shadow disappearing when frustum in front of caster
shadowislord 59c85d5
Merge remote-tracking branch 'origin/master' into in-pass-shadows
shadowislord d50fb09
Merge remote-tracking branch 'origin/master' into in-pass-shadows
shadowislord 8d125a3
Merge remote-tracking branch 'origin/master' into in-pass-shadows
shadowislord fca6d4a
Merge remote-tracking branch 'origin/master' into in-pass-shadows
shadowislord 628fa23
remove useless normalization in lighting shaders
shadowislord fe158e7
fix infinite recursive loop
shadowislord e453680
add point light mode for pre shadow techniques
shadowislord 6487def
update GLTracer
shadowislord 42432ed
remove hacks from ShadowUtil
shadowislord 5108f52
Merge remote-tracking branch 'origin/master' into in-pass-shadows
shadowislord 6fb2d02
Merge remote-tracking branch 'origin/master' into in-pass-shadows
shadowislord caad166
in-pass-shadows: add spot / point light support
shadowislord 5b80095
in-pass-shadows: fix syntax errors
shadowislord 5f66eea
in-pass-shadows: use glsllib extension
shadowislord 2e9996d
in-pass-shadows: add test example
shadowislord 251511e
in-pass-shadows: add customized light sort
shadowislord cbf6ffa
in-pass-shadows: show cfg dialog for test
shadowislord 54ef6ec
Merge master into branch
Nehon d444c28
Changes the name of the array shadow renderer to InPassShadowRenderer…
Nehon dd2626c
Properly remove static pass
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This could break compatibility... I think it fixes a bug, or changes behavior