7 Commits

Author SHA1 Message Date
Daniel Johansson
30cdca7ad7 Native library loading is back to the way it used to be with the addition of LWJGL 3.x libraries added with a different key.
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.
2015-09-17 11:59:44 +01:00
Daniel Johansson
8f77dca931 Added jme3-lwjgl3 module which ultimately adds support for LWJGL 3.x and GLFW. 2015-08-26 22:34:05 +01:00
shadowislord
19338deaf8 LWJGL Backend: fix issue #232 2015-03-27 22:42:34 -04:00
shadowislord
809092c236 Allow application to be a resizable window.
Also allow buffer swapping to be disabled, e.g. for Oculus Rift.
2015-02-10 20:14:36 -05:00
shadowislord
6ca111b13d Refactor renderer system
* Support OpenGL ES 2 in GLRenderer (various error fixes)
 * Get rid of OpenGL 1 remenants
 * Other minor cleanups
2015-01-19 18:15:25 -05:00
shadowislord
54ffe15dda * Switch to new native library loader
* Deprecate old library loader
 * Add warning when the requested number of antialiasing samples cannot be satisfied
 * Cleaned up LwjglContext.determineMaxSamples()
2014-06-06 20:39:37 -04:00
Normen Hansen
a16857c8f4 switch to gradle layout 2014-03-21 02:32:11 +01:00