Histórico de commits

Autor SHA1 Mensagem Data
  ShA..Rd ada98f7033 * AppState documentation improvements according to issue 589 12 anos atrás
  ShA..Rd 7e6534c1b7 * UnshadedArray shader will attempt to enable the relevant texture array extensions, otherwise it shouldn't work at all (don't know why it did) 12 anos atrás
  ShA..Rd 1aa0f9d7bd * LwjglRenderer adds capability for texture array support if OpenGL 3 is available 12 anos atrás
  ShA..Rd fbac631160 * TextureArray constructor ensures all images passed to it have the same format and dimensions, otherwise an IllegalArgumentException is thrown 12 anos atrás
  ShA..Rd 1f27804716 * Fix issue where lighting shader would not compile when vertex lighting is used (due to recent HW skinning changes) 12 anos atrás
  rem..om 198adb0753 Fixed NPE in water filter when setting the reflection mapsize before the filter has been initialized 12 anos atrás
  rem..om 9b33c7c851 Removed debugging system out from animChannel 12 anos atrás
  rem..om 6470f44c97 Added a test case for Hardware Skinning 12 anos atrás
  bre..om ff4c38e20a TerrainLodControl now refreshes when first added to the scene 12 anos atrás
  phr00t 8cb1a8ed9e Updated native bullet builds to v2.81 for Linux & Windows (both 32 & 64 bit). MacOSX remains at v2.80 for the time being. This resolves swapped physics ray test source & destination arguments & other crashing issues. 12 anos atrás
  sha..RD 0f21f19735 * Mesh.prepareForAnim() is now much smarter about what to do. It won't convert the buffers unless absolutely necessary and apply the proper usages to the buffers as needed. 12 anos atrás
  sha..RD b6afd61ef0 * Lighting shader now supports HW skinning 12 anos atrás
  sha..RD d9e3af1795 * Unshaded material now supports HW skinning 12 anos atrás
  sha..RD c21b60fbe7 HW Skinning 12 anos atrás
  sha..RD 8c1e5c9cf9 * Set AndroidHarness contentView to a TextView (not GLSurfaceView) onDestroy(), perhaps it will help with OOM issues 12 anos atrás
  sha..RD 281f9b6c20 * Fix various issues with HW skinning state in SkeletonControl. setHardwareSkinningPreferred(boolean) can be used to request HW skinning, and isHardwareSkinningUsed() to see if its actually being used or not. 12 anos atrás
  sha..RD b0f2e17db2 * List of native objects in NativeObjectManager is now a HashSet instead of an ArrayList, for faster add/remove calls 12 anos atrás
  sha..RD 5e6b9a3746 * Fix use of deprecated Box constructor in TestBox 12 anos atrás
  rem..om 44a77537ce Fixed HWSkinning initialization that was not properly falling back to software when HW skinning was not available 12 anos atrás
  sha..RD bd9f389108 * Added joystick mappings for wireless Xbox 360 controller. Back shoulder buttons are not supported because its not possible to convert axis into button at the moment. 12 anos atrás
  sha..RD 07a459555d * Added test to demonstrate what happens to a deleted texture when trying to use it with OpenGL 12 anos atrás
  Sha..om 3195940994 * Fixed issue 590 (Uniform.setVector4Length() re-allocating buffer even when not needed) 12 anos atrás
  Sha..om c972861331 * Fixed issue 583 (Matrix4f.multAcross() not working correctly) 12 anos atrás
  iwg..om 8bc322e651 SDK: Android: Removed verbose setting when copying project libs to mobile/libs 12 anos atrás
  iwg..om 086b241ea4 SDK: Android: Changed mobile-impl.xml to avoid pre-dexing external jar files. 12 anos atrás
  bre..om 2b9f2dc7b3 removed sysout from AnimChannel 12 anos atrás
  rem..om 1e2dc1486b formatting of MeshLoader before an upcomming change 12 anos atrás
  rem..om eb5525e581 Hardware Skinning first commit, still non functionnal as no material implements it. also it's disabled by default in the skeleton control 12 anos atrás
  rem..om e34d483973 Cleaned up SimpleWater uniform and varyings to not systematically use vec4 for no reason. 12 anos atrás
  rem..om 761fe60388 Added missing getters for SimpleWaterProcessors 12 anos atrás