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jMonkeyEngine#1146) * fix for NPE when being called from CombinedTexture with null baseImage * formating only
Travis's default Linux distro is now "xenial" !
The old link leads to the site for adults.
* Added Valve Index to the recognized HMD list * Fix lwjgl version mismatch * Removing linux from the blacklist
…be an interface and strictly implement the to/from ByteBuffer protocol. In the future this will allow the message protocol to be swappable. Also moved out the buffering aspect since often buffers need to be created 'on the fly' and are separate from the protocol. This will allow me to play with fixing the issue related to messages being deserialized before the serialization registry message has been processed by swapping out the GreedyMessageBuffer implementation for a LazyMessageBuffer implementation.
…er only in that it delays serialization until the message is requested. This should fix the issue where the initial server messages would sometimes fail to deserialize because the serialization registration message hadn't been processed before the other messages in the block were deserialized. Now each message will be deserialized as it is encountered. In the end the fix was simple enough that it's probably only a 2-3 line change to MessageProtocol in JME 3.2 if someone wants to back port the fix. (Just queue up ByteBuffer instead of Message.)
…nkeyEngine#1171) * 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.
…urposes. This is a breaking change for direct implementers of AppState as they must add a getId() method. (Which is also a good time to evaluate if they should be extending AbstractAppState or BaseAppState and/or if their life cycle is implemented correctly. e.g.: BulletAppState is breaking the AppState contract a bit.)
…nager for retrieving an AppState by ID. Also modified attach() to throw an IllegalArgumentException if the ID is already registered. Updated TestAppStateLifeCycle to add a small ID demonstration.
(Specifically the stuff that deals with IDs.) Also added the ability to use groovy tests for those who like a little testing but aren't complete masochists.
* Fix TerrainPicking by not adding "ghost" collisions to the CollisionResults (which weren't removed). Improve TerrainPicking by allowing to do more ray tracing (previously, it stopped on the first hit, now it will stop on the first hit within range). * Upgraded TerrainTestCollision to support multiple collisions and print the collision results detailed. MultiCollision can easily be turned on/off in simpleInitApp(). During testing, I noticed a bug where in very rare cases the first collision isn't what is expected but the back side of the clicked mountain. It has to be validated if this is due to the following changes or was already present. * Added Basic Unit Tests for Collision * TerrainPicker: Change API to return int to conform with collideWith * TerrainQuad: Conform with Picker now returning the number of collisions and allow to set multipleCollisions true or false. * TerrainPicking: Fixed a bug where the perpendicular collision always returned true, no matter the result of checkTriangles. Also add support for multiple collisions (which is toggleable to the old behavior, because the picker can early out then). * Try to fix Travis Build * Fixed a Regression which occurred due to Multi Collision Handling: The method used to provide duplicate results, which is why I commented it out. This lead to corner-cases not colliding at all anymore, thus I added a unit-test and removed the commented code and instead made addCollision de-duplicate entries.
* 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. * Bullet Android: Some cosmetic changes (removed commented debug code) and generate bullet-native headers during jme3-bullet compilation. * Fix Bullet Build by using GNU libstdc++ instead of STLPort (discontinued) * Fix Bullet-Native Compilation
…o they don't conflict with the android build matrix (jMonkeyEngine#1171)
…atives have been changed that multiple commits are issued.
… libraries from bintray
…Engine#1205) ...which was not setting new length to transition tween and causing the new length to have no effect.
* Fix the task 'getPrebuiltNatives' * Do not replace native if it's newer than zip
* Update GLImageFormats.java * Added basic support for openGL ES 3.0 and GLSL300 for android Added instancing support for android which is core feature in GLES3.0 Added fix for shadows in android * Fixed required types of GLES30.glDrawElementsInstanced * Properly check GLES3 version and setting precision for shaders for all GLSL ES versions * Added support for Opengl ES 3.1 and 3.2 and their shader versions Added proper checkings for new OpenGL ES versions Fixed some issues with shadow rendering in GLES 3.0 or better (strict type checking, OpenGL ES specific extensions and percision definition) Added GLSL320 and GLSL300 to Unshaded and Lighting materials * Added depth texture 24bit for OpenGL ES * Added geometry shaders and tessellation to GLES 3.1 as extension and GLES 3.2 as core Modified test materials to use GLSL310 * Added FB blit for android GLES30 * Added GlSL300 or better to all effects not able to run in GLSL100 Mods on Shadows.glsllib to try to fix android shadow rendering Fixed ssaoBlur.frag that was using a reserved word Fixed precision type missmatch from vertex to fragment shader * Partial multisample support Framebuffer MRT support * Temporarily removed texture multisampling (not being able to compile using GLES31) * Updated android.jar to api28 Enabled multisampling * Better checking for GLES3 * Removed insert precision for all shaders. This avoided some random precision missmatch error but created rendering issues * Removed border check for GLES, caused filtered shadows not to render on GLES2.0 devices Added texture compare mode for GLES3.0 and better to be able to use sampler2DShadow Modified base materials (Lighting and Unshaded) to use only GLSL100 for post shadow pass * Corrected texture comparison function that were incorrectly changed * Added precision to samplers for GLESSL300 also * Created a subclass of Glsl150ShaderGenerator (Glsl300ShaderGenerator) to support ShaderNodes in GLES SL30 and included it's usage in DesktopAssetManager. Nowadays just copied and overwrote the version string. Needs a full review Added image format RGB16F to be used as texture format only in GLES30 (cannot be used as FB format) Added GLSL300 and/or GLSL310 to different materials * Cleaned GLSL300 generator Fixed shadows glsl lib removing use of GL_EXT_gpu_shaders5 * Fixed usag of textureCubeLod in fragment shader of envMapping which is unsupported in GLES2.0 Modified PBRLighting frag to properly compile on GLES3 * Added GLSL300 and 310 to PostShadowFilter material definition * Make post shadow filter use GLSL100 for GLSL300 Set highp as default precision to fix glitched shadows caused because not enough precision * Changed water_normalmap.dds to uncompressed RGB8 because DXT1 is mostly unsupported in GLES * Fixed GLES30 compilation issues in Water shaders and added GLSL300 to LightScattering material. ** Not fully tested * Added RGB8 dds formatted FullskiesSunset to be used in any platform. Previous file moved to _dtx1.dds * Set GL_TEXTURE_MAX_LEVEL in GLES30 contexts fixing issue with not fully mipmapped images and PBR rendering * Fixed compilation of jme3-android-examples and upgraded sdk version to use * Fixed Geometry Shader and Tessellation Shaders in testdata package to properly compile on GLES320 * Added non-compressed textures to be able to run all examples on android Enabled texture arrays and 3d textures on opengl es 3.0. Peding to implement wrappers to android gl functions (currently getting NullPointerException) * More GLES30 functions included to properly support texture arrays, 3d textures and multisampling matching jme core code * Fixed 3D texture tests for GLES30 Fixed texture 3D and texture array example shader compilation on GLES30 Fixed some random missing precision compilation errors on GLES30 * Fixed TestTextureArray for GLES30 * Some multisample additions and removal of GLES3 multisampling enable caps Added RGBA16F as valid format for GLES32 and using it by default in env camera instead of RGB16F. kept fall back to RGB8 * added float and half float formats for gles30 added rgb10a2 format for gles30 fixed usage of glTexImage2D removed EnvironmentCamera fallback image format as it's useless now * Added more image formats for GLES30 Fixed rgb8 if having Caps.Rgba8 * Enabled RadialBlur for gles30 * Fixed luminance texture formats for gles * Added more depth image formats for gles3 * Enabled multisampling in gles3 * Added GLES30 functions to GLDebugES Reverted TestTexture3D and TestTextureArray to use RGB8 format Updated EnvMapping100.frag to use EXT_shader_texture_lod in gles sl 100 if available * Removed all aditional not used compressed dds files Removed also Pond and rock png files previously used in TestTextureArray * Removed compressed water_normalmap_dxt1.dds * Changed GLES_30 and AndroidGL implementing GL2 to avoid duplicated code checking GL2 vs GLES30 * Added aditional checking to avoid gles30 calls from gles20 only devices
…). Update bullet library to the current master branch (needed for compatibility patch with recent clang).
… custom version name property.
* Implemented basic android buffer allocator for newer wrapped buffer classes to be used instead of the default ReflectionAllocator
…e to a texture2D.
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joliver82
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Jan 25, 2021
* Update Weights.java * Update SkinningControl.java * Update SeparateJointModelTransform.java (#2) * Update SeparateJointModelTransform.java * Update MorphControl.java * Update MatrixJointModelTransform.java * Update Joint.java * Update ArmatureMask.java * Update Armature.java * Update AnimationMask.java * Update AnimTrack.java * Update AnimComposer.java * Update AnimClip.java * Update Weighted.java * Update Primitives.java * Update JointModelTransform.java * Update HasLocalTransform.java * Update AnimMigrationUtils.java * Update ContainsTweens.java * Update LinearBlendSpace.java * Update ClipAction.java * Update BlendableAction.java * Update BlendSpace.java * Update BlendAction.java * Update BaseAction.java * Update Action.java * Update AnimTrack.java (#3) * Update AnimTrack.java * Update ArmatureMask.java * Update MatrixJointModelTransform.java * Update SeparateJointModelTransform.java * Update Weights.java * Update Action.java * Update BaseAction.java * Update ContainsTweens.java * Update SkinningControl.java * Update AnimTrack.java (#6) * Update AnimTrack.java * Update BlendAction.java * Update BlendSpace.java * Update BlendableAction.java * Update AnimMigrationUtils.java (#7) * Update AnimMigrationUtils.java * Update HasLocalTransform.java * Update JointModelTransform.java * Update Primitives.java * Update Weighted.java * Update ClipAction.java * Update AnimInterpolator.java * Update AnimInterpolators.java * Update FrameInterpolator.java * Update LinearBlendSpace.java * Revert AnimTrack.java to original state. * Delete AnimTrack.java * Add files via upload
joliver82
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Apr 25, 2025
Co-authored-by: Ali-RS <[email protected]>
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