Commit Graph

  • 6f4b90feed Temporary fix for searching for version strings until URA is done. iwgeric 2014-12-08 22:41:45 -0500
  • fb04910980 Always include the jme3-android-native but only build based on "buildNativeProjects" property. Needed to allow for the project to package the pre-compiled libs if not building the project. iwgeric 2014-12-08 22:35:23 -0500
  • c6d0856480 Commit android library libdecodejme shadowislord 2014-12-08 21:49:06 -0500
  • 9b1b760056 Merge pull request #200 from GreenCubes/master Kirill Vainer 2014-12-08 21:41:40 -0500
  • 718bb09db1 Fix loading FBX with absolute image path Rena4ka 2014-12-09 05:30:31 +0300
  • 30f8ff4b81 added a MipMapImageRaster that can read and write to the different mipmaps of an image Nehon 2014-12-09 00:02:34 +0100
  • 1e9d1dd29c ImageCodec and all implementations now take and additional offset in the read/writeComponent methods DefaultImageRaster now have a setSlice method Nehon 2014-12-09 00:01:39 +0100
  • 7c41355cca fixed an issue where calling setCursorVisible on the ChaseCameraAppstate before it's initialized was causing an NPE. Nehon 2014-12-09 00:00:08 +0100
  • 505ebd0e6b extractVersion in GLRenderer now uses regexp Nehon 2014-12-07 21:36:18 +0100
  • 1f148fc3d7 Added a large scene stress test. Defaults to: Total nodes:4681 Total Geometry:32768 Total controls:314 Paul Speed 2014-12-07 04:43:49 -0500
  • 05c6986492 Significantly changed the way updateLogicalState works internally to avoid full-scene graph traversals once per frame. Random unrelated things first: Paul Speed 2014-12-07 04:39:22 -0500
  • d3258429ec Use unified renderer architecture for LWJGL by default (other backends pending) shadowislord 2014-12-05 22:36:55 -0500
  • f189b94a4d Implement the new GL interface for the LWJGL backend shadowislord 2014-12-05 22:34:54 -0500
  • bd318f5d1b Introduce the unified renderer architecture for the OpenGL renderer * Similar to the OpenAL URA, OpenGL calls are now made to an interface which is implemented by the backends * Major cleanups in the texture util code to handle GLES2 texture formats * Split the GL interface into several interfaces depending on API and version: - GL (common denominator for all GL APIs) - GL2 (desktop GL2) - GL3 (desktop GL3) - GLFbo (framebuffer object functions) - GLExt (desktop GL and OpenGL ES extensions) * Added GLTracer class which traces OpenGL calls made by the engine when activated shadowislord 2014-12-05 22:29:58 -0500
  • d8b9c6dab5 Make Renderer.initialize() a standard method since everyone already uses it anyway shadowislord 2014-12-05 22:15:40 -0500
  • ad26e916ee Update renderer capabilities * Add capabilities not normally supported by GLES2 for unified renderer * Remove ARBProgram since it isn't used by jME3 shadowislord 2014-12-05 22:13:28 -0500
  • d7b3cfe287 GLAutoGen updates * Remove caps generation since it is no longer used by LWJGL renderer * Generate a separate interface GLExt for features only available in extensions to more easily detect their usage * Fix some extension references shadowislord 2014-12-05 22:09:42 -0500
  • ae70667104 Deprecate WrapMode.BorderClamp since it is deprecated in OGL3+ shadowislord 2014-12-05 22:07:30 -0500
  • 610ac6ae24 Make sure Mesh.isAnimated() works for hardware skinning shadowislord 2014-12-05 22:04:26 -0500
  • a8c5e0f10d Fix crash in tests that use the tree model - Since UseAlpha material parameter was removed from lighting shadowislord 2014-12-05 22:01:22 -0500
  • bf603b8f28 Mark "jme3-android-native" as a native project shadowislord 2014-12-05 21:58:00 -0500
  • 798ec94b11 Minor cleanup for previous merge shadowislord 2014-12-05 21:09:55 -0500
  • 10ee96d839 Merge branch 'updateGeometricStateOptimization' of https://github.com/Bebul/jmonkeyengine shadowislord 2014-12-05 18:46:55 -0500
  • 7f66641b74 Debug lines removed Bebul 2014-12-04 12:52:50 +0100
  • 6636fba06a commented code relict removed Bebul 2014-12-04 11:44:48 +0100
  • 2dd23c38c0 FIX: possible null getWorldBound in collideWith Bebul 2014-11-05 09:54:46 +0100
  • 67fe2c4047 optimize CollideWith using preliminary BoundingVolume collide check Bebul 2014-10-21 10:33:48 +0200
  • c19842c55f clear RF_CHILD_LIGHTLIST even when there are no children Bebul 2014-12-04 14:55:49 +0100
  • a400cb1c58 Optimize updateGeometricState to not recurse all children when not necessary Bebul 2014-11-12 11:38:43 +0100
  • 41580062b8 Merge pull request #194 from tejbirwason/master Kirill Vainer 2014-12-02 00:14:40 -0500
  • e3497dcf50 Switch from gradle 1.12 to 2.2.1 shadowislord 2014-12-01 23:41:13 -0500
  • 308e88fd21 Fixed what I'm pretty sure is a typo. I didn't test it but I can see no reason to clear the refresh flag on these methods but setting it seems entirely logical. Paul Speed 2014-12-01 03:12:38 -0500
  • 22de97ef9a update steps for eclipse setup and building project tejbirwason 2014-11-30 14:23:35 -0800
  • af58aeb779 Fix Renderer.copyFrameBuffer() exception shadowislord 2014-11-28 11:43:52 -0500
  • c7b6445a35 Fix exception when stopping non-cached audio stream shadowislord 2014-11-27 11:51:45 -0500
  • 44db44ee56 Add updated bullet native android libs shadowislord 2014-11-25 19:16:25 -0500
  • 17998b4006 Make sure core openal package is listed in SDK baselibs shadowislord 2014-11-25 19:10:30 -0500
  • 9e02ef0d5d Fixed various assertion errors in audio renderer Added additional assertions and other checks where appropriate shadowislord 2014-11-25 19:04:31 -0500
  • 9ce69eee62 Fix two issues with streaming OGG/Vorbis - In certain cases, padding was present at the end of streams causing noticeable clicking when looped. This is handled by truncating the stream to its actual size. - When playing an ogg stream without stream cache, an exception would be raised since the stream was closed prematurely shadowislord 2014-11-25 18:57:54 -0500
  • 595eb56f9b Throw exception if seeking a non-seekable audio stream shadowislord 2014-11-25 18:51:23 -0500
  • 2ca1305ff5 Fix bullet native android build on latest NDK shadowislord 2014-11-25 18:49:22 -0500
  • 05bdd7b1c9 Bugfix: fixed artifacts that were caused by adding bones with no weight to bone index buffer. jmekaelthas 2014-11-25 18:55:40 +0100
  • e6787f5c2e Merge branch 'master' of https://github.com/jMonkeyEngine/jmonkeyengine.git jmekaelthas 2014-11-24 20:53:36 +0100
  • 40c942ff66 Bugfix: fixed NullPointerExceptions and IndexOutOfBoundExceptions in Inverse Kinematics and several other constraints. jmekaelthas 2014-11-24 20:53:06 +0100
  • ec6befeeaa AWT panels: fix flipped coords when mouse pressed or released shadowislord 2014-11-23 18:54:09 -0500
  • 595183fb64 Fix items in Translucent bucket not be rendered in AWT panels shadowislord 2014-11-23 18:39:19 -0500
  • 64b3be5334 Fix incorrect animation when dynamically switching from SW anim -> HW anim shadowislord 2014-11-21 21:44:16 -0500
  • 8426bb7baf Officially switch to the new Android audio system (PART 2..) shadowislord 2014-11-20 20:36:36 -0500
  • be1f219f29 The old Android MediaPlayer based audio renderer is now deprecated shadowislord 2014-11-20 20:33:30 -0500
  • 6cad69e067 Officially switch to the new Android audio system Now uses OpenAL Soft 1.16 by default with the Tremor-based OGG/Vorbis decoder. All jME3 audio features now work on Android. shadowislord 2014-11-20 20:27:43 -0500
  • 915b0b8c61 Replace AtomicBoolean with Object as the audio thread lock shadowislord 2014-11-20 20:24:23 -0500
  • 2ec7366fde Initialize OpenAL context in the render thread Also remove useless AndroidAudioRenderer from jme3-ios shadowislord 2014-11-20 20:21:37 -0500
  • 62a235fbf7 Add streaming + looping support for Android vorbis audio shadowislord 2014-11-20 20:07:42 -0500
  • 96c3e554f4 Disable NDK downloading for Travis CI build NDK is multi-platform, so natives can be updated by developer. shadowislord 2014-11-20 20:01:47 -0500
  • 4241ce9ead Fix ESSL version parsing (incorrect prefix) shadowislord 2014-11-20 20:00:28 -0500
  • de0027eee3 Fix OGL version parsing shadowislord 2014-11-20 19:40:31 -0500
  • 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. shadowislord 2014-11-19 23:59:52 -0500
  • 6bdebb937a Assume OpenGL ES 2.0 is supported on ICS and higher devices Fixes running jME3 in Android Emulator shadowislord 2014-11-18 22:05:14 -0500
  • 18807cf175 Fix issue #138 Texture arrays not supporting compressed formats Also fixed loading texture arrays with mipmaps shadowislord 2014-11-18 21:13:50 -0500
  • 9965d20c44 Make sure we copy the mipmap sizes when generating texture array from images shadowislord 2014-11-18 21:12:15 -0500
  • a947bcb64b Fix build error shadowislord 2014-11-17 22:42:23 -0500
  • 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. jmekaelthas 2014-11-16 21:34:10 +0100
  • 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. shadowislord 2014-11-16 13:14:33 -0500
  • 3b384a7e58 Minor cleanup in ALC interface shadowislord 2014-11-16 13:08:13 -0500
  • e8ca5fe8ff fixed Issue in MeshLoader introduce in a previous commit Nehon 2014-11-16 19:03:45 +0100
  • ad2a5366e1 WAVLoader now implements SeekableStream (but only if seeking to time = 0) shadowislord 2014-11-16 13:02:51 -0500
  • 4e04f4629a Native tremor decoder is now built in release mode shadowislord 2014-11-16 12:59:49 -0500
  • 5f33bdfa95 JOAL audio renderer to use the unified OpenAL backend as well shadowislord 2014-11-15 16:36:24 -0500
  • a177ffa208 Fix syntax error when compiling jme3-lwjgl shadowislord 2014-11-15 16:31:40 -0500
  • 7169b7433d Updated Android OpenAL build based on latest changes shadowislord 2014-11-15 15:20:53 -0500
  • 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) shadowislord 2014-11-15 15:13:15 -0500
  • e3c0b0ae38 Use ANDROID_NDK instead of ANDROID_NDK_HOME (that's what the build script uses) shadowislord 2014-11-14 23:43:44 -0500
  • 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. Nehon 2014-11-15 11:10:48 +0100
  • 196744eec5 Extract NDK silently (pipe to /dev/null) shadowislord 2014-11-14 23:36:18 -0500
  • d0a3ffe06c Make sure the 7z command is available prior to using it shadowislord 2014-11-14 23:32:32 -0500
  • d88cbc3f87 Do not execute Android NDK, but extract via 7z shadowislord 2014-11-14 23:30:19 -0500
  • c25fee7048 Try to fix the build again .. shadowislord 2014-11-14 23:22:37 -0500
  • beecab863a Make Travis CI fetch Android NDK (see if it works ..) shadowislord 2014-11-14 23:10:45 -0500
  • c3542649b5 Fix the issue mentioned in PR #186 shadowislord 2014-11-12 22:11:46 -0500
  • c8a2a7260e Correct the previous PR a bit * Support 1D and 3D texture coordinates specified by ogre exporter as well as 2D shadowislord 2014-11-12 22:03:57 -0500
  • 29be17fa35 Merge pull request #187 from NemesisMate/master shadowislord 2014-11-12 22:00:02 -0500
  • d7a152e9a8 TremorAndroid: properly set the 'LIMIT_TO_64kHz' define shadowislord 2014-11-12 21:56:28 -0500
  • 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 shadowislord 2014-11-12 21:47:36 -0500
  • 0c83407f99 Try to fix Travis build error shadowislord 2014-11-12 20:32:00 -0500
  • c1ce9b0779 Fixed "float2" added by some generators NemesisMate 2014-11-12 22:29:21 +0100
  • 2556f67a15 Implemented the rest of the missing functions in NativeVorbisFile shadowislord 2014-11-11 23:24:29 -0500
  • acdeba4a4d Travis: Use Oracle JDK8 for building shadowislord 2014-11-11 19:39:19 -0500
  • 54979b33e3 Enable SDK build again by default (seems to work on Travis now) shadowislord 2014-11-11 19:28:57 -0500
  • 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 shadowislord 2014-11-11 19:11:52 -0500
  • d8c5985a73 Disable SDK build by default (maybe Travis can handle it then) Fix compile error in jme3-android project shadowislord 2014-11-11 18:18:57 -0500
  • 5f84147154 Fix issue where loading material parameters from J3O would fail shadowislord 2014-11-11 17:55:47 -0500
  • d6e427a50f Update .gitignore with new ignore files for jme3-android-native project shadowislord 2014-11-11 17:35:17 -0500
  • 95ae7c386f Added the travis.yml file, maybe it will do something interesting shadowislord 2014-11-10 23:38:16 -0500
  • e17375665d Fix crash when loading ogre models due to changed lighting material shadowislord 2014-11-10 23:30:59 -0500
  • 302ca00a3c Remove STBI image libs which will not be used anymore shadowislord 2014-11-10 23:28:55 -0500
  • 89aac97a4a Fix crash when using AndroidNativeImageLoader due to changed lib name shadowislord 2014-11-10 23:27:56 -0500
  • 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 shadowislord 2014-11-10 21:48:47 -0500
  • 603432790b Fixed Gaussian blur weighting thanks to http://hub.jmonkeyengine.org/forum/topic/gaussian-blur-shader-issue/ Nehon 2014-11-10 00:14:53 +0100
  • 14bfc7e166 Minor cleanups (no functionality change) shadowislord 2014-11-09 17:34:36 -0500
  • e6df8b1e49 Remove deprecated ConfigType shadowislord 2014-11-09 17:33:06 -0500