1. Added the new option to use camera from render view port(default false)
2. Removed unnecessary synchronize blocks
3. Replaced each control own executor to global terrain executor
4. Removed unused things
5. Reduced memory allocations
6. Fixed the issue with cloning.
* Use correct HALF_FLOAT constant for GLES
* Support GLTracer and GL debug in Android
* Support instancing in GLTracer
* Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
* Support ABGR8 using swizzle extension
* Move glFramebufferTextureLayer to GLFbo
* Avoid RGB111110F in filters unless its actually supported
* Use the same depth format in all places in FPP
* Print the object with the problem in NativeObjectManager
* JMException does not exist on Android
deep and semi-shallow cloning. I'd be very surprised if nothing
is broken as there is only so much testing I can easily do.
Also various fixes for places I forgot to call super.cloneFields().
One can now mark a texture param in a material definition as linear by using -Linear at the end of the parameter declaration (case insensitive).
An Image bound to a material texture param in a linear color space will have its ColorSpace set to linear when bound to the material by mat.setTexture("name", texture);
Added the -LINEAR flag to all texture param that needed it in stock materials (lighting.j3md, terrainLighting.j3md, different Filter materials).