* Relax NPOT texture restrictions on OpenGL ES 2:
allow non mip-mapped, non repeating NPOT textures - mainly used for GUI elements
* Fix various texture array issues:
- compressed textures were causing a GL error
- the array size was always set to 1 instead of the actual number of images in the array
Depreciated InputManager.getSimluateMouse and replaced with InputManager.isSimulateMouse for consistancy.
Removed depreciated TouchInput.getSimulateMouse().
Added InputManager.isSimulateKeyboard() to keep consistancy with mouse methods.
works internally to avoid full-scene graph traversals
once per frame.
Random unrelated things first:
Spatial constructors were modified to be protected since it
is an abstract class and it's good practice. I also flipped
them to be this(default values) instead of this() to delegate
constructors.
Geometry and Node constructors were modified in similar ways
to at least call the this(name) version of the constructor
everywhere.
removeControl(Class) was modified to do what it's javadoc
says and only remove the first encountered control. Prior
to this change, it was removing all matching controls.
The meaty stuff:
Node.updateLogicalState() no longer traverses all children
and never traverses any children at all unless it is the root.
If it is the root node, it keeps a list of all Spatials that
require updates and only iterates that list.
Spatial was modified to have a package-private requiresUpdates()
method that returns true if the requiresUpdates flag is set
or the Spatial has controls.
The requiresUpdates flag can be set by subclasses that require
updateLogicalState() to be called even if they have no controls.
(BitmapText is such an example.) By default, subclasses will
_always_ have this flag set to true, ie: default to the OLD behavior
and avoid silently breaking.
Subclasses that wish to have the new-hotness optimal behavior
must call setRequiresUpdates(false) in their constructors.
They can opt in to better performance rather than silently
breaking with an upgrade.
The only negative side effect of this change (other than
slightly increased complexity) is that for large scene
graphs with lots and lots of controls or children requiring
updates, a large list of spatials will be kept in the root
node. This will never exceed "number of spatials in the
scene graph" and so already had a fairly small upper bound
with the old code due to performance.
I think I've captured all of the edge cases... but we'll
see. :)
Stress test example to follow.
* Similar to the OpenAL URA, OpenGL calls are now made to an interface
which is implemented by the backends
* Major cleanups in the texture util code to handle GLES2 texture formats
* Split the GL interface into several interfaces depending on API and version:
- GL (common denominator for all GL APIs)
- GL2 (desktop GL2)
- GL3 (desktop GL3)
- GLFbo (framebuffer object functions)
- GLExt (desktop GL and OpenGL ES extensions)
* Added GLTracer class which traces OpenGL calls made by the engine when activated
It is possible to loop streaming sources, as well as play
them again after they finished playing. It is possible to stop()
and then play() a streaming source to start playing from the
beginning. Essentially the lifecycle of a streaming audio
is now completely controlled by the user, in the same fashion
as buffered data.
In addition, AudioNode status updates (when an audio stops playing)
now occur every frame rendered, as opposed to every 50 milliseconds.
* Unified all renderers into common class 'ALAudioRenderer'
* LWJGL and Android now implement the AL / ALC / EFX interfaces to provide a common OpenAL backend for jME
* Added support for OpenAL Soft "Pause Device" extension, which allows the engine to pause the context while running in the background (currently requires OpenAL soft 1.16 and thus is Android only feature)