* Set lastFb in OGLESShaderRenderer when context is reset, this is needed otherwise the state tracker would not work correctly.
* Fix issue with Mesh.Mode.Hybrid that wasn't rendering triangle fans correctly (was rendering them as triangle strips instead).
* Remove call to glPointSize in OGLESShaderRenderer (it would most likely crash anyway, since GLES10 calls can't be used in a GLES20 context)
* TestCustomMesh now uses shorts instead of ints for the index buffer. 32-bit indices are not supported on Android and are slower on Desktop, don't use them if you can avoid it.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10525 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Add support for OGLES20 extension "GL_IMG_texture_npot" in addition to the currently used extension "GL_OES_texture_npot" to detect NPOT support.
Added additional Renderbufferstorage formats for RGB8 and RGBA8 image formats
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10517 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
public void modifyTexture(Texture tex, Image pixels, int x, int y);
Implementations added for LWJGL and JOGL. LWJGL seems to work. JOGL is untestet. Android implementation needs to be done by someone else (but is already prepared for).
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10462 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- Android texture util ENABLE_COMPRESSION is now public to be able to change it. Accessing it through the appSettings would be better.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9436 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* The AndroidImageInfo.notifyBitmapUploaded() method is now called at the end of the upload as expected
* Huge overhaul of TextureUtil. It automatically compresses textures to ETC1 if selected by user. In addition, it will use hardware mipmap generation if possible, and fallback to software if not (e.g. for compressed textures)
* Add support for DXT1 format (usually supported on NVIDIA Tegra devices). The BrightSky.dds skybox now works on Android if the device supports it.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9410 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Renderer now uses getArray() to access mesh's buffers
* GL image format data now stored in a special data structure for easier management (instead of huge switch/case statement)
* Android texture loading: If the format is not supported by GLES spec, the texture upload will fail
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9298 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Android - fix exception with recycled bitmaps that occurs when jME3 application is restored/maximized after pause
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9144 75d07b2b-3a1a-0410-a2c5-0572b91ccdca