* First attempt at building android-natives.
* Use OpenJDK because native build is broken without
* Try OpenJDK 10
* Try openJDK 9
* Try openJDK11 again but "enable" the EE Module
* OpenJDK 11 has no Java EE Module anymore.
* Try to fix Android Header Generation
* Fix invalid flag error with javac by removing empty quotes
* Try to fix build of decode.
* Remove jni generated headers from the repository.
* Adjust .gitignore as those header files won't appear at that location anymore
* Fix Android Build: Fill the jme3-android-native headers during the build of jme3-android. This works because jme3-android-native already depends on jme3-android.
Due to technical reasons, the headers share the same location and thus the include directives have been adjusted slightly.
* Copy jni headers to the jni directory.
* Adjust the path slightly
* Try to silence android sdk's license print out
* Also fix openAL
* Solve task name conflict
* Really silence license now
* Tasks seem shared but Strings are not...
* Only build Android-Native
* Trying to reduce the amount of dependencies needed.
* Remove even more dependencies
* Even more removal
* Prepare Deployment
* Fix Deployment
* Cleanup: Remove feature branch from branches for travis.
* Revert a few unnecessary things
* Removed NDK Comments.
* Added an easy way to add sub steps to the profiler and enhanced the App State Manager to profile the update method of each app state
* Added the profiler step to the android profiler
* Fixed missing profiler extensions
* 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
Texture assets can now be stored in Android Drawable and Mipmap directories. Allows Android to automatically select the closest matching image asset for the actual device configuration (ie. lower resolution textures for lower-end devices). Search order is: assets -> drawable -> mipmap. First match found is returned.
LegacyApplication. This is a breaking change for any class extending Application
directly.
And regardless, if you refer to Application then you will need to clean build
your app... and any of your dependencies that also refer to Application. Basically,
anything using an AppState will need to be clean built against the next alpha.
* Separate GLFbo and GLExt implementations. GLFbo can now be implemented either via vanilla OpenGL3 calls or GL_EXT_framebuffer_*** extensions (OpenGL2.1- only).
* Use modern way of getting supported extensions in core profile.
* Luminance and Alpha formats are not available when running in core profile.
* Bind a dummy vertex array object (VAO) when running in core profile.
* Point sprite mode is always enabled. Since both OpenGL ES 2.0 and OpenGL 3.2 core require it, jME3 is no longer capable of rendering regular points.
Also added ability to add new buttons as events come in due to Android not providing a definitive way to determine which buttons are supported on the device.
* All platforms now use asset configuration files. Subclasses of DesktopAssetManager no longer required.
* Added general asset config file which is included by all
* JmeSystemDelegate now always returns DesktopAssetManager
* JmeSystem is now responsible for providing the platform-specific asset config path
* Deprecate JmeSystem.createImageRaster(), it is simpler to create a DefaultImageRaster
* this is required for pregenerated mipmaps in e.g. DDS files
* others checks are added to make sure a zero-length buffer cannot be uploaded (that's an error for now)