OSDN Git Service
nathan.sweet [Mon, 1 Nov 2010 00:08:33 +0000 (00:08 +0000)]
[added] Native font rendering to Hiero.
nathan.sweet [Sun, 31 Oct 2010 23:14:39 +0000 (23:14 +0000)]
[changed] SVN ignore binaries.
nathan.sweet [Sun, 31 Oct 2010 23:13:50 +0000 (23:13 +0000)]
[added] Hiero tool for creating bitmap fonts.
badlogicgames [Sun, 31 Oct 2010 20:46:32 +0000 (20:46 +0000)]
[changed] disabled platformaddress fix in VertexBUfferObject. Silly results. gotta check it out.
badlogicgames [Sun, 31 Oct 2010 20:40:08 +0000 (20:40 +0000)]
[fixed] all buffer tests
[fixed] Box2DTestCollection didn't derive from GdxTest.
badlogicgames [Sun, 31 Oct 2010 20:39:39 +0000 (20:39 +0000)]
[refactored] Mesh now uses VertexArray, VertexBufferObject and IndexBufferObject
[refactored] SpriteBatch now only binds the Mesh once. Will probably only have an effect if a shitload of sprites have been rendered or there's a lot of texture changes.
[fixed] ShaderProgram.dispose() had to unbind the program before a delete.
badlogicgames [Sun, 31 Oct 2010 15:57:13 +0000 (15:57 +0000)]
[changed] second constructor for IndexBufferObject so you can choose whether its direct or indirect. A little hackish.
badlogicgames [Sun, 31 Oct 2010 15:53:55 +0000 (15:53 +0000)]
[changed] IndexBufferObject is also useable with vertex arrays.
badlogicgames [Sun, 31 Oct 2010 15:45:17 +0000 (15:45 +0000)]
[fixed] Javadoc in Audio
badlogicgames [Sun, 31 Oct 2010 15:43:29 +0000 (15:43 +0000)]
[changed] cleaned up all warnings in com.badlogic.gdx.graphics.glutils
[added] IndexBufferObject plus tests.
badlogicgames [Sun, 31 Oct 2010 06:35:21 +0000 (06:35 +0000)]
badlogicgames [Sun, 31 Oct 2010 06:19:53 +0000 (06:19 +0000)]
[added] default constructor for BitmapFont uses 15pt Arial default font found in gdx jar com.badlogic.gdx.utils
[changed] fixed up all the newPixmap methods and all Texture implementations to work with any FileHandle implementation (as long as it returns an InputStream).
badlogicgames [Sun, 31 Oct 2010 06:01:54 +0000 (06:01 +0000)]
[removed] Font. Use BitmapFont from now on, it's good for you...
badlogicgames [Sun, 31 Oct 2010 04:14:11 +0000 (04:14 +0000)]
[removed] gdx-backend-applet from build file.
badlogicgames [Sun, 31 Oct 2010 02:42:46 +0000 (02:42 +0000)]
[added] VertexBufferObjectShaderTest, VBO works with shaders as well. we are fully prepared to rewrite Mesh now :p
badlogicgames [Sun, 31 Oct 2010 02:31:50 +0000 (02:31 +0000)]
[added] auto-update if VBO is bound and VBo.setVertices() is called. will come in handy in spritebatch (altough it will never be triggered...)
badlogicgames [Sun, 31 Oct 2010 02:25:56 +0000 (02:25 +0000)]
[changed] VertexBufferObjectTest, context loss recovery (vbo.invalidate()).
badlogicgames [Sun, 31 Oct 2010 02:25:30 +0000 (02:25 +0000)]
[added] IndexBuffer stub
[fixed] dunno
badlogicgames [Sun, 31 Oct 2010 02:18:50 +0000 (02:18 +0000)]
[fixed] isDirty in VertexBufferObject was wrongorz.
badlogicgames [Sun, 31 Oct 2010 02:12:42 +0000 (02:12 +0000)]
[moved] GdxRuntimeException to utils
[added] VertexArray and VertexBufferObject class (both implement VertexData)
[added] tests for the new classes.
badlogicgames [Sat, 30 Oct 2010 23:06:52 +0000 (23:06 +0000)]
[moved] GdxRuntimeException to gdx/utils
badlogicgames [Sat, 30 Oct 2010 22:13:22 +0000 (22:13 +0000)]
[removed] gdx-tests-applet
badlogicgames [Sat, 30 Oct 2010 22:12:26 +0000 (22:12 +0000)]
[removed] gdx-backend-applet. fuck you subclipse...
badlogicgames [Sat, 30 Oct 2010 22:10:05 +0000 (22:10 +0000)]
[added] FileHandle.getFileName
[removed] gdx-backend-applet. to be included in gdx-backend-jogl, gdx-backend-lwjgl.
badlogicgames [Sat, 30 Oct 2010 22:03:27 +0000 (22:03 +0000)]
[added] documentation to InputAdapter
[moved] FrameBuffer & ShaderProgram to graphics.glutils. Will house other OpenGL helper classes like VertexBufferObject and VertexArray.
nathan.sweet [Sat, 30 Oct 2010 08:40:56 +0000 (08:40 +0000)]
[fixed] gdx-twl with font origin changes.
[fixed] gdx-twl bug with screen size changing.
nathan.sweet [Sat, 30 Oct 2010 08:23:59 +0000 (08:23 +0000)]
[changed] BitmapFont and BitmapFontCache. The cache methods are now setText* methods on the cache. The origin of the text is now the baseline.
[added] Sprite constructor for easily creating a sprite with a texture region relative to another sprite's texture region.
badlogicgames [Fri, 29 Oct 2010 14:38:00 +0000 (14:38 +0000)]
[changed] Fixed point support is gone. Yay.
nathan.sweet [Thu, 28 Oct 2010 07:38:01 +0000 (07:38 +0000)]
[added] Sprite setSize.
[changed] Squeezed 2 fps out of ParticleEmitter.
[changed] Added TwlRenderer method for when the screen size changes.
nathan.sweet [Tue, 26 Oct 2010 07:49:47 +0000 (07:49 +0000)]
[added] Particle emitter test.
32x32 image
300 particles: 41fps droid, 26fps g1
150 particles: 49fps droid, 41fps g1
80 particles: 52fps droid, 55-60fps g1
64x64 image, rotation, color change
150 particles: 31fps droid, 25fps g1
80 particles: 40fps droid, 37fps g1
128x128 image, scaled to 80x80, rotation, color change
150 particles: 13fps droid, 11fps g1
80 particles: 46fps droid, 55-60fps g1
128x128, scaled to 256x256, rotation, color change
10 particles: droid 38fps, g1 37fps
10 particles: droid 46fps, g1 55-60fps
badlogicgames [Mon, 25 Oct 2010 21:51:40 +0000 (21:51 +0000)]
[added] missing zip in ant script
badlogicgames [Mon, 25 Oct 2010 18:46:08 +0000 (18:46 +0000)]
[changed] Input has setCatchBackKey() now. Works as intended
[added] methods to Input implementations.
[changed] UITest demonstrates back key catching.
[changed] added on-screen keyboard demo to UITest. Press the button in the bottom left corner to bring up the keyboard on Android.
badlogicgames [Mon, 25 Oct 2010 17:37:46 +0000 (17:37 +0000)]
[added] Input.setOnscreenKeyboardVisible() and Input.supportsOnscreenKeyboard()
[added] Stubs in backends.
badlogicgames [Mon, 25 Oct 2010 16:38:33 +0000 (16:38 +0000)]
badlogicgames [Mon, 25 Oct 2010 16:20:11 +0000 (16:20 +0000)]
[removed] dependencies from invaders and helloworld
badlogicgames [Mon, 25 Oct 2010 16:17:05 +0000 (16:17 +0000)]
[changed] compile-native in build script is back in...
badlogicgames [Mon, 25 Oct 2010 16:15:07 +0000 (16:15 +0000)]
[updated] hudson build script.
badlogicgames [Mon, 25 Oct 2010 16:13:23 +0000 (16:13 +0000)]
[changed] build file. no gdx-xxx-dependencies.jar anymore. each backend jar contains the needed dependencies already. awesome sauce
badlogicgames [Mon, 25 Oct 2010 15:27:11 +0000 (15:27 +0000)]
[removed] all dependencies from all projects. they now refer to the backends/dependencies project and the jars within. a bit clumpsy but a lot less space needed and cleaner.
badlogicgames [Mon, 25 Oct 2010 15:25:11 +0000 (15:25 +0000)]
[added] dependencies
badlogicgames [Mon, 25 Oct 2010 15:24:09 +0000 (15:24 +0000)]
[added] dependencies project. i know this sucks and will make life harder for non-Eclipse users. suck it :)
badlogicgames [Mon, 25 Oct 2010 14:43:25 +0000 (14:43 +0000)]
[removed] box2d
badlogicgames [Mon, 25 Oct 2010 13:02:48 +0000 (13:02 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:58:37 +0000 (12:58 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:54:20 +0000 (12:54 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:51:24 +0000 (12:51 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:44:51 +0000 (12:44 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:44:23 +0000 (12:44 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:42:29 +0000 (12:42 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:40:59 +0000 (12:40 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:37:17 +0000 (12:37 +0000)]
badlogicgames [Mon, 25 Oct 2010 12:36:30 +0000 (12:36 +0000)]
nathan.sweet [Mon, 25 Oct 2010 10:11:35 +0000 (10:11 +0000)]
Oops, had some files unsaved!
nathan.sweet [Mon, 25 Oct 2010 10:07:44 +0000 (10:07 +0000)]
[changed] FileType.Absolut to Absolute.
[added] LwjglApplication#setSize.
[changed] Named LWJGL audio and music threads.
[changed] SpriteBatch#renderMesh made private.
[added] SpriteBatch#flush (public).
[added] Sprite#setTexture.
[added] Particle classes and particle editor tool (in extensions). 99,999 particles on the desktop at 44fps (default 32x32 image). Haven't tried performance on a device yet, that will get me motivated to work on it again.
badlogicgames [Mon, 25 Oct 2010 01:56:00 +0000 (01:56 +0000)]
[fixed] stupid gdx-invaders... stupid
nathan.sweet [Mon, 25 Oct 2010 01:47:31 +0000 (01:47 +0000)]
badlogicgames [Mon, 25 Oct 2010 00:32:09 +0000 (00:32 +0000)]
[added] google code upload python script
badlogicgames [Mon, 25 Oct 2010 00:22:29 +0000 (00:22 +0000)]
[removed] version from nightly build. makes the shell upload easier
badlogicgames [Mon, 25 Oct 2010 00:05:17 +0000 (00:05 +0000)]
[added] zip to ant
badlogicgames [Sun, 24 Oct 2010 23:52:12 +0000 (23:52 +0000)]
[fixed] reading comprehension...
badlogicgames [Sun, 24 Oct 2010 23:50:54 +0000 (23:50 +0000)]
[changed] environment
badlogicgames [Sun, 24 Oct 2010 23:48:35 +0000 (23:48 +0000)]
[changed] env.NDK_HOME
badlogicgames [Sun, 24 Oct 2010 23:47:12 +0000 (23:47 +0000)]
[changed] base ant build file to work with hudson. doesn't take environment vars for some reason :/
badlogicgames [Sun, 24 Oct 2010 23:40:07 +0000 (23:40 +0000)]
[moved] build.xml to trunk root for hudson.
badlogicgames [Sun, 24 Oct 2010 19:45:54 +0000 (19:45 +0000)]
[removed] TestCollection class
badlogicgames [Sun, 24 Oct 2010 19:39:05 +0000 (19:39 +0000)]
[changed] Multitexture test now actually sets the viewport and clears the screen...
badlogicgames [Sun, 24 Oct 2010 14:30:10 +0000 (14:30 +0000)]
[fuck] PlatformAddress bug fix still has a bug. Gonna look at that tonight...
badlogicgames [Sun, 24 Oct 2010 14:29:39 +0000 (14:29 +0000)]
[updated] ui.png
badlogicgames [Sun, 24 Oct 2010 14:23:24 +0000 (14:23 +0000)]
[fixed] Bug in Mesh.setIndices(). had to clear buffer first.
badlogicgames [Sun, 24 Oct 2010 14:09:03 +0000 (14:09 +0000)]
[changed] objtest resources
badlogicgames [Sun, 24 Oct 2010 14:07:50 +0000 (14:07 +0000)]
[removed] all android test starters, except for two android specific tests.
[added] GdxTestActivity, responsible for running tests.
badlogicgames [Sun, 24 Oct 2010 13:56:00 +0000 (13:56 +0000)]
[added] GdxTestActivity which will spawn a test
[changed] GdxTester now uses GdxTests to enumerate all available tests.
[changed] moved all android test launchers to com.badlogic.gdx.tests.android
badlogicgames [Sun, 24 Oct 2010 13:22:45 +0000 (13:22 +0000)]
[added] GdxTests. Great success...
[removed] DualThreadTest, was bogus anyways...
badlogicgames [Sun, 24 Oct 2010 13:22:05 +0000 (13:22 +0000)]
[added] missing obj files to lwjgl test suite
badlogicgames [Sun, 24 Oct 2010 13:21:12 +0000 (13:21 +0000)]
[added] LwjglTestStarter
[removed] all Lwjgl tests, use the starter...
[added] some missing assets for the tests
badlogicgames [Sun, 24 Oct 2010 13:18:25 +0000 (13:18 +0000)]
badlogicgames [Sun, 24 Oct 2010 12:34:48 +0000 (12:34 +0000)]
[whoops] commiting all other test projects...
badlogicgames [Sun, 24 Oct 2010 12:34:18 +0000 (12:34 +0000)]
[moved] Box2DTestCollection to com.badlogic.gdx.tests so that its discoverable by GdxTestEnumerator
badlogicgames [Sun, 24 Oct 2010 12:32:59 +0000 (12:32 +0000)]
[changed] all tests now derrive from GdxTest
[added] GdxTestEnumerator for listing and instantiating tests.
nathan.sweet [Sun, 24 Oct 2010 09:47:54 +0000 (09:47 +0000)]
[changed] Fonts for textarea test.
[fixed] Memory allocation in TWL renderer.
[fixed] TWL theme file loading.
[changed] SpriteBatch so renderMesh is public.
[fixed] TWL renderer clipping.
The TWL renderer is officially complete!
nathan.sweet [Sun, 24 Oct 2010 08:56:21 +0000 (08:56 +0000)]
[fixed] gdx-twl loads from URLs correctly.
nathan.sweet [Sun, 24 Oct 2010 08:33:07 +0000 (08:33 +0000)]
[fixed] Width of cached text.
[fixed] Loading TWL theme using a URL.
[fixed] GdxFont not drawing a substring.
[added] TWL test resources.
nathan.sweet [Sun, 24 Oct 2010 07:55:28 +0000 (07:55 +0000)]
[added] Author javadocs and Matthias' license header.
nathan.sweet [Sun, 24 Oct 2010 07:52:53 +0000 (07:52 +0000)]
[added] Author javadocs and Matthias' license header.
nathan.sweet [Sun, 24 Oct 2010 07:46:10 +0000 (07:46 +0000)]
[fixed] LWJGL not having Gdx.gl* set.
[changed] Bunch of code to use Gdx.gl* rather than getGL*().
[changed] gdx-twl uses SpriteBatch for images. TextAreaTest is still fubar.
[fixed] gdx-twl uses the flipped y-coordinate system TWL expects.
[added] Method to SpriteBatch that takes precomputed tex coords and color. SpriteBatch methods need clean up?
[changed] BitmapFont computes glyph tex coords up front and supports being used with a flipped y-coordinate system.
[added] BitmapFontFlipTest to test flipped y-coordinate system.
[added] getColor to Sprite.
nathan.sweet [Sun, 24 Oct 2010 01:29:06 +0000 (01:29 +0000)]
[removed] OpenAL and jinput natives for LWJGL, until those features are needed.
nathan.sweet [Sun, 24 Oct 2010 01:24:59 +0000 (01:24 +0000)]
[added] Missing .settings folders.
nathan.sweet [Sun, 24 Oct 2010 01:24:27 +0000 (01:24 +0000)]
Removing SVN ignore for .settings.
nathan.sweet [Sun, 24 Oct 2010 01:23:32 +0000 (01:23 +0000)]
Removing SVN ignore for .settings.
nathan.sweet [Sun, 24 Oct 2010 01:15:32 +0000 (01:15 +0000)]
[added] Ability for BitmapFont to render line wrapped text.
[changed] BitmapFontTest to render line wrapped text.
[changed] Javadocs.
badlogicgames [Sun, 24 Oct 2010 00:31:55 +0000 (00:31 +0000)]
[fixed] UITest formatting overturned! :p
nathan.sweet [Sun, 24 Oct 2010 00:11:08 +0000 (00:11 +0000)]
[changed] Applied Eclipse source formatter.
nathan.sweet [Sun, 24 Oct 2010 00:03:28 +0000 (00:03 +0000)]
[added] Eclipse formatter file.
nathan.sweet [Sat, 23 Oct 2010 23:55:56 +0000 (23:55 +0000)]
[removed] gdx.dll that should have been ignored...
nathan.sweet [Sat, 23 Oct 2010 23:54:41 +0000 (23:54 +0000)]
[changed] Projects to use project specific compiler and javadoc warnings.
[changed] Projects to exclude .svn dirs from bin dir. Added bin dirs to SVN ignore.
badlogicgames [Sat, 23 Oct 2010 23:30:04 +0000 (23:30 +0000)]
[added] ui.png to lwjgl backend...
badlogicgames [Sat, 23 Oct 2010 23:25:26 +0000 (23:25 +0000)]
[changed] Action now has a finished() method that will tell it to kick everything, e.g. place itself back into a Pool. Solution to previous issue :)
[added] Forever and Repeat Actions. Work like a charme. No temporary object allocation! yeah!
[added] Actor is the end of the action chain so it will call finished on all actions that are done. Nice.
Thanks to Christopher for pointing me to the right solution!
nathan.sweet [Sat, 23 Oct 2010 23:06:40 +0000 (23:06 +0000)]
[fixed] gdx-twl, wounded by Mario's vicious refactoring. ;)
badlogicgames [Sat, 23 Oct 2010 22:30:17 +0000 (22:30 +0000)]
[fixed] obj loader now also copes with v/t face definitions.
badlogicgames [Sat, 23 Oct 2010 22:18:18 +0000 (22:18 +0000)]
[removed] Forever action. Does not play well with Pools used inside actions to get rid of object creation :/