Added another Photoshop tyle blend mode: Exclusion
Performs a sort of color XOR with source and destination.
Very useful for UI highlighting but is a bizarre (and
potentially useful) effect in 3D.
Use of glBufferData instead of glBufferSubData in android renderer, because it seems to cause GL oom on some devices.
Made GeometryGroupNode.getGeometryStartIndex public
Added the base abstract app state class that was
originally from Lemur.  This provides more convenient
enabled-state management than the normal AbstractAppState
class.  In addition, it exposes convenience methods for
getting to other app states, the application instance,
etc..
Checking in the profiler classes separately as I work
around some commit issue with RenderManager.  Actually 
calling of these hooks will follow immediately.
Added hooks for detailed performance profiling.
Implementors can provide their own AppProfiler
implementation to collect and/or visualize timing
stats however they want, even at the viewport level
if they choose.
A basic profiler implementation will be following
shortly that does simple update vs render frame
timings.
Added hooks for detailed performance profiling.
Implementors can provide their own AppProfiler
implementation to collect and/or visualize timing
stats however they want, even at the viewport level
if they choose.
A basic profiler implementation will be following
shortly that does simple update vs render frame
timings.
Added a basic AppProfiler implementation and corresponding
app state.  If the app state is attached then it's 'enabled'
state can be toggled with the F6 key.
It displays a continnuously updating bar graph of the application
wide frame timings for 'update' and 'render'... where 'update'
is all of the parts that aren't 'rendering', ie: running
enqueued tasks, updating states, updating controls, etc..
Fix lighting crash when using environment mapping due to the addition of instancing
Fix rendering glitch in TestTransparentShadow (missing tangents for normal mapping)
Make pond shader look less shiny
Particle.j3md now supports shadow casting (only for triangle-based particles)
Add support for light culling or "filtering".
When rendering a geometry, light filtering is performed against the geometrys' world lights
to avoid rendering lights which will not effect the rendering outcome.
If the light is outside the camera frustum OR the light is outside the model's bounding volume,
then it will not be rendered.
Remove a weird line of code from TestHoveringTank
Update .gitignore with two more nbproject/private folders
Add rudimentary cone v. frustum intersection test for light culling.
Restrict spot light angles to be between [0, pi/2]
Set the light filter's camera in RenderManager.setCamera() as it is more appropriate.
Implement spot light v. frustum culling by converting the spot light into an oriented-bounding box and then performing frustum v. OBB intersection.