when building locally.
Normal auto-detected versions will be based on the base version parsed
from the most recent tag on the branch with a -SNAPSHOT appended. If
the current commit is the tagged commit then it is used directly to
preserve backwards compatibility... but really that should be a CI
only option for most use-cases.
A new includeBranchInVersion option was added to allow the old behavior
of including the branch name in a munged version string for those
wanting to keep their experimental branch builds separate from their
normal master/version-branch builds.
because user code should never throw NullPointerException.
Also made trying to add a child to itself an error instead of a no-op. Attempting
to do something like guiNode.attachChild(guiNode) will now throw an IllegalArgumentException.
a user later chooses to call updatePoints() after having created the line with
JME constants... since updatePoints() would actually call set() instead of just
replacing the references. The constructor and updatePoints() should match and I chose
to err on the side of caution and make them both operate on local instances.
to see if they've changed in the current frame. SimpleApplication will configure
this by default to use asserts but the application is free to change it to throw
regular exceptions or just log the error as desired.
* Update GLImageFormats.java
* Added basic support for openGL ES 3.0 and GLSL300 for android
Added instancing support for android which is core feature in GLES3.0
Added fix for shadows in android
* Fixed required types of GLES30.glDrawElementsInstanced
* Properly check GLES3 version and setting precision for shaders for all GLSL ES versions
* Added support for Opengl ES 3.1 and 3.2 and their shader versions
Added proper checkings for new OpenGL ES versions
Fixed some issues with shadow rendering in GLES 3.0 or better (strict type checking, OpenGL ES specific extensions and percision definition)
Added GLSL320 and GLSL300 to Unshaded and Lighting materials
* Added depth texture 24bit for OpenGL ES
* Added geometry shaders and tessellation to GLES 3.1 as extension and GLES 3.2 as core
Modified test materials to use GLSL310
* Added FB blit for android GLES30
* Added GlSL300 or better to all effects not able to run in GLSL100
Mods on Shadows.glsllib to try to fix android shadow rendering
Fixed ssaoBlur.frag that was using a reserved word
Fixed precision type missmatch from vertex to fragment shader
* Partial multisample support
Framebuffer MRT support
* Temporarily removed texture multisampling (not being able to compile using GLES31)
* Updated android.jar to api28
Enabled multisampling
* Better checking for GLES3
* Removed insert precision for all shaders. This avoided some random precision missmatch error but created rendering issues
* Removed border check for GLES, caused filtered shadows not to render on GLES2.0 devices
Added texture compare mode for GLES3.0 and better to be able to use sampler2DShadow
Modified base materials (Lighting and Unshaded) to use only GLSL100 for post shadow pass
* Corrected texture comparison function that were incorrectly changed
* Added precision to samplers for GLESSL300 also
* Created a subclass of Glsl150ShaderGenerator (Glsl300ShaderGenerator) to support ShaderNodes in GLES SL30 and included it's usage in DesktopAssetManager. Nowadays just copied and overwrote the version string. Needs a full review
Added image format RGB16F to be used as texture format only in GLES30 (cannot be used as FB format)
Added GLSL300 and/or GLSL310 to different materials
* Cleaned GLSL300 generator
Fixed shadows glsl lib removing use of GL_EXT_gpu_shaders5
* Fixed usag of textureCubeLod in fragment shader of envMapping which is unsupported in GLES2.0
Modified PBRLighting frag to properly compile on GLES3
* Added GLSL300 and 310 to PostShadowFilter material definition
* Make post shadow filter use GLSL100 for GLSL300
Set highp as default precision to fix glitched shadows caused because not enough precision
* Changed water_normalmap.dds to uncompressed RGB8 because DXT1 is mostly unsupported in GLES
* Fixed GLES30 compilation issues in Water shaders and added GLSL300 to LightScattering material. ** Not fully tested
* Added RGB8 dds formatted FullskiesSunset to be used in any platform. Previous file moved to _dtx1.dds
* Set GL_TEXTURE_MAX_LEVEL in GLES30 contexts fixing issue with not fully mipmapped images and PBR rendering
* Fixed compilation of jme3-android-examples and upgraded sdk version to use
* Fixed Geometry Shader and Tessellation Shaders in testdata package to properly compile on GLES320
* Added non-compressed textures to be able to run all examples on android
Enabled texture arrays and 3d textures on opengl es 3.0. Peding to implement wrappers to android gl functions (currently getting NullPointerException)
* More GLES30 functions included to properly support texture arrays, 3d textures and multisampling matching jme core code
* Fixed 3D texture tests for GLES30
Fixed texture 3D and texture array example shader compilation on GLES30
Fixed some random missing precision compilation errors on GLES30
* Fixed TestTextureArray for GLES30
* Some multisample additions and removal of GLES3 multisampling enable caps
Added RGBA16F as valid format for GLES32 and using it by default in env camera instead of RGB16F. kept fall back to RGB8
* added float and half float formats for gles30
added rgb10a2 format for gles30
fixed usage of glTexImage2D
removed EnvironmentCamera fallback image format as it's useless now
* Added more image formats for GLES30
Fixed rgb8 if having Caps.Rgba8
* Enabled RadialBlur for gles30
* Fixed luminance texture formats for gles
* Added more depth image formats for gles3
* Enabled multisampling in gles3
* Added GLES30 functions to GLDebugES
Reverted TestTexture3D and TestTextureArray to use RGB8 format
Updated EnvMapping100.frag to use EXT_shader_texture_lod in gles sl 100 if available
* Removed all aditional not used compressed dds files
Removed also Pond and rock png files previously used in TestTextureArray
* Removed compressed water_normalmap_dxt1.dds
* Changed GLES_30 and AndroidGL implementing GL2 to avoid duplicated code checking GL2 vs GLES30
* Added aditional checking to avoid gles30 calls from gles20 only devices