Bebul
a400cb1c58
Optimize updateGeometricState to not recurse all children when not necessary
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Conflicts:
jme3-core/src/main/java/com/jme3/scene/Node.java
10 years ago
Kirill Vainer
41580062b8
Merge pull request #194 from tejbirwason/master
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Added steps for proper Eclipse setup and steps to build project with Gradle
10 years ago
shadowislord
e3497dcf50
Switch from gradle 1.12 to 2.2.1
10 years ago
Paul Speed
308e88fd21
Fixed what I'm pretty sure is a typo. I didn't test it
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but I can see no reason to clear the refresh flag on these
methods but setting it seems entirely logical.
10 years ago
tejbirwason
22de97ef9a
update steps for eclipse setup and building project
10 years ago
shadowislord
af58aeb779
Fix Renderer.copyFrameBuffer() exception
10 years ago
shadowislord
c7b6445a35
Fix exception when stopping non-cached audio stream
10 years ago
shadowislord
44db44ee56
Add updated bullet native android libs
10 years ago
shadowislord
17998b4006
Make sure core openal package is listed in SDK baselibs
10 years ago
shadowislord
9e02ef0d5d
Fixed various assertion errors in audio renderer
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Added additional assertions and other checks where appropriate
10 years ago
shadowislord
9ce69eee62
Fix two issues with streaming OGG/Vorbis
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- In certain cases, padding was present at the end of streams causing noticeable clicking when looped. This is handled by truncating the stream to its actual size.
- When playing an ogg stream without stream cache, an exception would be raised since the stream was closed prematurely
10 years ago
shadowislord
595eb56f9b
Throw exception if seeking a non-seekable audio stream
10 years ago
shadowislord
2ca1305ff5
Fix bullet native android build on latest NDK
10 years ago
jmekaelthas
05bdd7b1c9
Bugfix: fixed artifacts that were caused by adding bones with no weight
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to bone index buffer.
10 years ago
jmekaelthas
e6787f5c2e
Merge branch 'master' of https://github.com/jMonkeyEngine/jmonkeyengine.git
10 years ago
jmekaelthas
40c942ff66
Bugfix: fixed NullPointerExceptions and IndexOutOfBoundExceptions in
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Inverse Kinematics and several other constraints.
10 years ago
shadowislord
ec6befeeaa
AWT panels: fix flipped coords when mouse pressed or released
10 years ago
shadowislord
595183fb64
Fix items in Translucent bucket not be rendered in AWT panels
10 years ago
shadowislord
64b3be5334
Fix incorrect animation when dynamically switching from SW anim -> HW anim
10 years ago
shadowislord
8426bb7baf
Officially switch to the new Android audio system (PART 2..)
10 years ago
shadowislord
be1f219f29
The old Android MediaPlayer based audio renderer is now deprecated
10 years ago
shadowislord
6cad69e067
Officially switch to the new Android audio system
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Now uses OpenAL Soft 1.16 by default with the Tremor-based OGG/Vorbis decoder.
All jME3 audio features now work on Android.
10 years ago
shadowislord
915b0b8c61
Replace AtomicBoolean with Object as the audio thread lock
10 years ago
shadowislord
2ec7366fde
Initialize OpenAL context in the render thread
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Also remove useless AndroidAudioRenderer from jme3-ios
10 years ago
shadowislord
62a235fbf7
Add streaming + looping support for Android vorbis audio
10 years ago
shadowislord
96c3e554f4
Disable NDK downloading for Travis CI build
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NDK is multi-platform, so natives can be updated by developer.
10 years ago
shadowislord
4241ce9ead
Fix ESSL version parsing (incorrect prefix)
10 years ago
shadowislord
de0027eee3
Fix OGL version parsing
10 years ago
shadowislord
e1910fdff2
Fix OGG/Vorbis stream looping
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Previously, a discontinuity occurred when looping an OGG/Vorbis stream,
this happens due to a bug in J-Ogg library. To work around this issue,
we load the logical ogg stream and vorbis stream from scratch based
on the already loaded existing OGG pages instead of using the
buggy setTime(0) call.
10 years ago
shadowislord
6bdebb937a
Assume OpenGL ES 2.0 is supported on ICS and higher devices
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Fixes running jME3 in Android Emulator
10 years ago
shadowislord
18807cf175
Fix issue #138
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Texture arrays not supporting compressed formats
Also fixed loading texture arrays with mipmaps
10 years ago
shadowislord
9965d20c44
Make sure we copy the mipmap sizes when generating texture array from images
10 years ago
shadowislord
a947bcb64b
Fix build error
10 years ago
jmekaelthas
6a642ae1be
Feature: added support for 'Use tail' option in Inverse Kinematics
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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