renderer as set by the application update(). a) this
ensures that the audio node must be updated on the render
thread like everything else, b) it means that audio node
doesn't need to juggle its own reference to AudioRenderer
since from the right thread it can always get at it.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7873 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This means it is possible for a control to modify its own
node hierarchy in a way that might have caused random skipping
at best and index out of bounds exceptions at worse.
Also, users can iterate over children and detach them at the
same time using standard for each constructs.
Performance is the same for me though I'd expected it to be
at least slightly faster given that most inner loops now use
direct array access. My scenes must not exploit this much.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7857 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
in such a way that the list can be modified while being iterated.
Furthermore, it exposes the raw array "snapshot" for iteration
simplifying some code elsewhere.
I've left comments in the code as to some beneficial mods that
could be made for the target use-cases.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7856 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Particles now have proper glow
* Fixed bug where references to static variables would stay in ParticleEmitter and particleInfluencer, causing havoc
* Fixed warning in InputManager when using ScreenshotAppState
* TestEverything now uses TangentBinormalGenerator, since before there was no tangents for the floor
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7821 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Blender importer now puts transparent materials in the transparent queue bucket
* Blender importer creates RGBA8 textures as a result of blending
* Blender importer - all textures are now mipmapped by default
* Lighting shader now supports lightmap
* Fixed GLSL 1.5 warnings
* Ogre3D materials now use glow color as emissive color
* MaterialLoader will now only load first texture unit instead of last
* All XML loaders are now namespace aware by default so that android can properly load XML
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7792 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- created a FilterParmeter annotation to use reflection (java.util.reflection) to display filter's properties in the editor
- using WaterFilter() empty constructor will now use the first scene of the viewport as the reflection scene (the water reflection), and use the direction of the first directional light found in this scene.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7757 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* XML representation of savable now writes version (no reading yet)
* Initial attempt of fixing "frozen after app restart" bug
* Fixed NVIDIA shininess bug (!!!) - No longer need to set m_Shininess on materials!
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7734 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* When loading models with SimpleTextured/WireColor/SolidColor materials
* When loading Unshaded material with spelling error "SeperateTexCoord" instead of "SeparateTexCoord"
* Also fixed issue with loading animated models
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7729 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Replaced oracle proprietary exception with UnsupportedOperationException
* Shared Geometry Patch - Still need detection mechanism for old versions!
* Binary/J3O format will now write signature and version
* Binary/J3O format now has version numbers for exported class hierarchies
* Fix crash in TestHoveringTank
* ListMap now uses backing array and a map - increased lookup performance for uniforms/matparams and faster iteration too. Only insertion became slower
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7726 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Added Mesh.getIndicesAsList() for easy access to triangle data
* Added UserData.JME_PHYSICSIGNORE to indicate to physics engine that geometry should be excluded from collision shape generation
* Physics engine now supports all possible mesh formats (non-indexed, triangle strip, etc)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7670 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Fixed crash in LightList.sort()
* Removed usage of Arrays.copyOf() in BitmapFont, so Android can run it
* Formatted OGLESShaderRenderer
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7668 75d07b2b-3a1a-0410-a2c5-0572b91ccdca