4467 Commits

Author SHA1 Message Date
shadowislord
96c3e554f4 Disable NDK downloading for Travis CI build
NDK is multi-platform, so natives can be updated by developer.
2014-11-20 20:01:47 -05:00
shadowislord
4241ce9ead Fix ESSL version parsing (incorrect prefix) 2014-11-20 20:00:28 -05:00
shadowislord
de0027eee3 Fix OGL version parsing 2014-11-20 19:40:31 -05:00
shadowislord
e1910fdff2 Fix OGG/Vorbis stream looping
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.
2014-11-19 23:59:52 -05:00
shadowislord
6bdebb937a Assume OpenGL ES 2.0 is supported on ICS and higher devices
Fixes running jME3 in Android Emulator
2014-11-18 22:05:14 -05:00
shadowislord
18807cf175 Fix issue #138
Texture arrays not supporting compressed formats
Also fixed loading texture arrays with mipmaps
2014-11-18 21:13:50 -05:00
shadowislord
9965d20c44 Make sure we copy the mipmap sizes when generating texture array from images 2014-11-18 21:12:15 -05:00
shadowislord
a947bcb64b Fix build error 2014-11-17 22:42:41 -05:00
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.
2014-11-16 21:34:10 +01:00
shadowislord
a5699e9d82 Streaming audio data now works in a similar way to buffered data.
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.
2014-11-16 13:14:33 -05:00
shadowislord
3b384a7e58 Minor cleanup in ALC interface 2014-11-16 13:08:36 -05:00
Nehon
e8ca5fe8ff fixed Issue in MeshLoader introduce in a previous commit 2014-11-16 19:04:50 +01:00
shadowislord
ad2a5366e1 WAVLoader now implements SeekableStream (but only if seeking to time = 0) 2014-11-16 13:02:51 -05:00
shadowislord
4e04f4629a Native tremor decoder is now built in release mode 2014-11-16 12:59:49 -05:00
shadowislord
5f33bdfa95 JOAL audio renderer to use the unified OpenAL backend as well 2014-11-15 16:36:24 -05:00
shadowislord
a177ffa208 Fix syntax error when compiling jme3-lwjgl 2014-11-15 16:31:40 -05:00
shadowislord
7169b7433d Updated Android OpenAL build based on latest changes 2014-11-15 15:20:53 -05:00
shadowislord
91715c4a48 Add support for URA, or Unified Renderer Architecture for audio
* 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)
2014-11-15 15:15:50 -05:00
shadowislord
e3c0b0ae38 Use ANDROID_NDK instead of ANDROID_NDK_HOME (that's what the build script uses) 2014-11-15 15:15:50 -05:00
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. 2014-11-15 11:11:11 +01:00
shadowislord
196744eec5 Extract NDK silently (pipe to /dev/null) 2014-11-14 23:36:18 -05:00
shadowislord
d0a3ffe06c Make sure the 7z command is available prior to using it 2014-11-14 23:32:32 -05:00
shadowislord
d88cbc3f87 Do not execute Android NDK, but extract via 7z 2014-11-14 23:30:19 -05:00
shadowislord
c25fee7048 Try to fix the build again .. 2014-11-14 23:22:37 -05:00
shadowislord
beecab863a Make Travis CI fetch Android NDK (see if it works ..) 2014-11-14 23:10:45 -05:00
shadowislord
c3542649b5 Fix the issue mentioned in PR #186 2014-11-12 22:11:46 -05:00
shadowislord
c8a2a7260e Correct the previous PR a bit
* Support 1D and 3D texture coordinates specified by ogre exporter as well as 2D
2014-11-12 22:03:57 -05:00
shadowislord
29be17fa35 Merge pull request #187 from NemesisMate/master
Fixed "float2" added by some generators
2014-11-12 22:00:02 -05:00
shadowislord
d7a152e9a8 TremorAndroid: properly set the 'LIMIT_TO_64kHz' define 2014-11-12 21:56:28 -05:00
shadowislord
ba91da8db4 Tremor decoder now working on Android
* fixed issue where FileDesc_read() would cause a stack overflow
 * fixed incorrect NativeVorbisFile field values
 * properly indicate that streaming is not supported yet
2014-11-12 21:47:36 -05:00
shadowislord
0c83407f99 Try to fix Travis build error 2014-11-12 20:32:00 -05:00
NemesisMate
c1ce9b0779 Fixed "float2" added by some generators
As commented in: http://hub.jmonkeyengine.org/forum/topic/unable-to-import-3ds-max-models/#post-285056
2014-11-12 22:29:21 +01:00
shadowislord
2556f67a15 Implemented the rest of the missing functions in NativeVorbisFile 2014-11-11 23:24:29 -05:00
shadowislord
acdeba4a4d Travis: Use Oracle JDK8 for building 2014-11-11 19:39:19 -05:00
shadowislord
54979b33e3 Enable SDK build again by default (seems to work on Travis now) 2014-11-11 19:28:57 -05:00
shadowislord
891ffa175d More work on vorbis decoder
* added support for decoding from a section of a file descriptor (needed if decoding from an asset inside APK)
 * implemented seek function
2014-11-11 19:11:52 -05:00
shadowislord
d8c5985a73 Disable SDK build by default (maybe Travis can handle it then)
Fix compile error in jme3-android project
2014-11-11 18:18:57 -05:00
shadowislord
5f84147154 Fix issue where loading material parameters from J3O would fail 2014-11-11 17:55:47 -05:00
shadowislord
d6e427a50f Update .gitignore with new ignore files for jme3-android-native project 2014-11-11 17:35:17 -05:00
shadowislord
95ae7c386f Added the travis.yml file, maybe it will do something interesting 2014-11-10 23:38:16 -05:00
shadowislord
e17375665d Fix crash when loading ogre models due to changed lighting material 2014-11-10 23:30:59 -05:00
shadowislord
302ca00a3c Remove STBI image libs which will not be used anymore 2014-11-10 23:28:55 -05:00
shadowislord
89aac97a4a Fix crash when using AndroidNativeImageLoader due to changed lib name 2014-11-10 23:27:56 -05:00
shadowislord
5f0c2035c1 android native improvements
* 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
2014-11-10 21:52:04 -05:00
Nehon
603432790b Fixed Gaussian blur weighting thanks to http://hub.jmonkeyengine.org/forum/topic/gaussian-blur-shader-issue/ 2014-11-10 00:15:21 +01:00
shadowislord
14bfc7e166 Minor cleanups (no functionality change) 2014-11-09 17:34:36 -05:00
shadowislord
e6df8b1e49 Remove deprecated ConfigType 2014-11-09 17:33:06 -05:00
shadowislord
1a8e6f1644 Reuse bindProgram in OGLESShaderRenderer 2014-11-09 17:32:27 -05:00
shadowislord
4717e7006f Goodbye, OpenGL1 2014-11-09 12:29:28 -05:00
shadowislord
c2b9b8a2e1 Fix JDK8 build for the rest of SDK plugins 2014-11-09 12:22:05 -05:00