* restore the "hooks" for using JOGL/JOAL instead of LWJGL as the backend
* clarify the AppSettings javadoc related to JOGL and JOAL
* clarify some JmeDesktopSystem diagnostics related to JOGL and JOAL
* Updated OpenVR implementation to 1.0.9
User can specify external OpenVR library to load with
openvr.library.path system property.
Usage: java -Dopenvr.library.name=my_path_to_library MyApp
Removed reference to OCCULUS VR and OpenVR from VRAppstate as this class
is generic and does not have to be linked to specific implementation.
VRMouseManager can be buggous using OSVR or Occulus VR.
Refactored VR implementation packages in order to separate all available
implementation. Modifying or adding implementation should no more impact
other ones.
Renamed some classes in order to be uniform
* Sample and VR mouse manager update
Adding sample for VR AppState
Added OSVRMouseManager in order to handle VRMouseManager for OSVR
environment
Added OcculusMouseManager in order to handle VRMouseManager for Oculus
environment
Changed OpenVRMouseManager reference within VRAppState and VREnvironment
into VRMouseManager
* Revert previous commit as jme3-examples does not handle java8 and lwjgl3
* Adding AWT component rendering within app state
Adding AWT component rendering capabilities for any JMonkeyEngine
renderer (works with LWJGL 3.1.x and compatible with other
implementations)
This implementation differs from the previous one as it's relies on
AppState (compatible with all JME application) and as it use only
produces framebuffer.
With this implementation, it is possible to use AWT component ad
rendering target and so to integrate JMonkey rendering within AWT /
Swing application. This capability was not available with LWJGL3 as the
version 3.1.x does not provide anymore AWT link.
* AWTComponentAppState update
Added Update within AWTComponentAppState and added getter and setter for
transfer mode within AWTFramePRocessor
* Removing Java 8 related stuff
* Added a (hacky) fix for a Java Swing/AWT + GLFW interaction issue…
… on Linux.
* Added a proper comment
* Added an extra call to System.gc() as recommendation from lwjgl’s @Spasi
"Run System.gc(), at least two times. Not sure how AWT handles native
resources, maybe there’s a finalizable/PhantomRef-ed resource that is not
released immediately, but a subsequent GC triggers a (too late) free. "
Also includes some unrelated tests
Conflicts:
jme3-core/src/main/java/com/jme3/renderer/RenderManager.java
jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
LegacyApplication. This is a breaking change for any class extending Application
directly.
And regardless, if you refer to Application then you will need to clean build
your app... and any of your dependencies that also refer to Application. Basically,
anything using an AppState will need to be clean built against the next alpha.
* Added key remapping for GLFW key constants
* Rename AppSettings.getGammaCorrection() to isGammaCorrection()
* Use LWJGL3 artifacts from maven
* Minor compatibility changes for LWJGL 3.0.0b
* Fixed some minor bugs in LwjglWindow
Moved LWJGL 3.x repository definition to build.grade in that module.
Fixed an issue where frame rate limit would cause GLFW frequency window hint to be set rather than use a software limiter.
Removed LWJGLTimer for lwjgl3 module, no need for it any more, we'll just use the NanoTimer.
Removed LWJGLCanvas for lwjgl3 module, can't implement this so we'll leave it for now.
* All platforms now use asset configuration files. Subclasses of DesktopAssetManager no longer required.
* Added general asset config file which is included by all
* JmeSystemDelegate now always returns DesktopAssetManager
* JmeSystem is now responsible for providing the platform-specific asset config path
* Deprecate JmeSystem.createImageRaster(), it is simpler to create a DefaultImageRaster