shadowislord
a947bcb64b
Fix build error
10 years ago
jmekaelthas
6a642ae1be
Feature: added support for 'Use tail' option in Inverse Kinematics
...
constraint.
Bugfix: fixed a bug that could cause bad computations when bones were
not directly 'in touch' with their parents.
10 years ago
shadowislord
a5699e9d82
Streaming audio data now works in a similar way to buffered data.
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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.
10 years ago
shadowislord
3b384a7e58
Minor cleanup in ALC interface
10 years ago
Nehon
e8ca5fe8ff
fixed Issue in MeshLoader introduce in a previous commit
10 years ago
shadowislord
ad2a5366e1
WAVLoader now implements SeekableStream (but only if seeking to time = 0)
10 years ago
shadowislord
4e04f4629a
Native tremor decoder is now built in release mode
10 years ago
shadowislord
5f33bdfa95
JOAL audio renderer to use the unified OpenAL backend as well
10 years ago
shadowislord
a177ffa208
Fix syntax error when compiling jme3-lwjgl
10 years ago
shadowislord
7169b7433d
Updated Android OpenAL build based on latest changes
10 years ago
shadowislord
91715c4a48
Add support for URA, or Unified Renderer Architecture for audio
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* 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)
10 years ago
shadowislord
e3c0b0ae38
Use ANDROID_NDK instead of ANDROID_NDK_HOME (that's what the build script uses)
10 years ago
Nehon
3bad91ef19
Single pass lighting now computes view dir in the appropriate space out of the lights loop as it's the same for all lights.
10 years ago
shadowislord
196744eec5
Extract NDK silently (pipe to /dev/null)
10 years ago
shadowislord
d0a3ffe06c
Make sure the 7z command is available prior to using it
10 years ago
shadowislord
d88cbc3f87
Do not execute Android NDK, but extract via 7z
10 years ago
shadowislord
c25fee7048
Try to fix the build again ..
10 years ago
shadowislord
beecab863a
Make Travis CI fetch Android NDK (see if it works ..)
10 years ago
shadowislord
c3542649b5
Fix the issue mentioned in PR #186
10 years ago
shadowislord
c8a2a7260e
Correct the previous PR a bit
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* Support 1D and 3D texture coordinates specified by ogre exporter as well as 2D
10 years ago
shadowislord
29be17fa35
Merge pull request #187 from NemesisMate/master
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Fixed "float2" added by some generators
10 years ago
shadowislord
d7a152e9a8
TremorAndroid: properly set the 'LIMIT_TO_64kHz' define
10 years ago
shadowislord
ba91da8db4
Tremor decoder now working on Android
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* fixed issue where FileDesc_read() would cause a stack overflow
* fixed incorrect NativeVorbisFile field values
* properly indicate that streaming is not supported yet
10 years ago
shadowislord
0c83407f99
Try to fix Travis build error
10 years ago
NemesisMate
c1ce9b0779
Fixed "float2" added by some generators
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As commented in: http://hub.jmonkeyengine.org/forum/topic/unable-to-import-3ds-max-models/#post-285056
10 years ago
shadowislord
2556f67a15
Implemented the rest of the missing functions in NativeVorbisFile
10 years ago
shadowislord
acdeba4a4d
Travis: Use Oracle JDK8 for building
10 years ago
shadowislord
54979b33e3
Enable SDK build again by default (seems to work on Travis now)
10 years ago
shadowislord
891ffa175d
More work on vorbis decoder
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* added support for decoding from a section of a file descriptor (needed if decoding from an asset inside APK)
* implemented seek function
10 years ago
shadowislord
d8c5985a73
Disable SDK build by default (maybe Travis can handle it then)
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Fix compile error in jme3-android project
10 years ago
shadowislord
5f84147154
Fix issue where loading material parameters from J3O would fail
10 years ago
shadowislord
d6e427a50f
Update .gitignore with new ignore files for jme3-android-native project
10 years ago
shadowislord
95ae7c386f
Added the travis.yml file, maybe it will do something interesting
10 years ago
shadowislord
e17375665d
Fix crash when loading ogre models due to changed lighting material
10 years ago
shadowislord
302ca00a3c
Remove STBI image libs which will not be used anymore
10 years ago
shadowislord
89aac97a4a
Fix crash when using AndroidNativeImageLoader due to changed lib name
10 years ago
shadowislord
5f0c2035c1
android native improvements
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* rename jme_stbi -> jme_decode, which is a new native library that will handle image and audio decoding in native code
* add a special version of tremor designed to run on android
* adjust the build process to handle these changes
10 years ago
Nehon
603432790b
Fixed Gaussian blur weighting thanks to http://hub.jmonkeyengine.org/forum/topic/gaussian-blur-shader-issue/
10 years ago
shadowislord
14bfc7e166
Minor cleanups (no functionality change)
10 years ago
shadowislord
e6df8b1e49
Remove deprecated ConfigType
10 years ago
shadowislord
1a8e6f1644
Reuse bindProgram in OGLESShaderRenderer
10 years ago
shadowislord
4717e7006f
Goodbye, OpenGL1
10 years ago
shadowislord
c2b9b8a2e1
Fix JDK8 build for the rest of SDK plugins
10 years ago
shadowislord
5905a684ad
Fix SDK build on JDK8
10 years ago
shadowislord
0c41d1725f
Remove deprecated formats from Image (w/o changing enum ordinal)
10 years ago
shadowislord
eaa5a15f39
Remove use of deprecated image formats (IOS)
10 years ago
shadowislord
1dfa4d4c0d
Remove usage of deprected image formats (JOGL)
10 years ago
shadowislord
62cfbc8a3e
Remove usage of all deprecated image formats
10 years ago
shadowislord
b7a4faebf0
Remove deprecated fields from AndroidHarness
10 years ago
shadowislord
bbd6c613f0
Reduce "Integer" class churn in rendering statistics
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* Use IntMap instead of HashMap<Integer>
* Cache last set shader to save hashmap lookup on every set uniform
10 years ago