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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 :/
badlogicgames [Sat, 23 Oct 2010 21:23:32 +0000 (21:23 +0000)]
[changed] MoveTo does not coordinate transform. That's just stupid
[added] FadeTo, MoveBy and RotateBy.
badlogicgames [Sat, 23 Oct 2010 21:13:39 +0000 (21:13 +0000)]
[added] Forever Action to repeat other actions indefinetly.
[changed] All actions to be useable with forever. This means reseting done/taken in setTarget.
badlogicgames [Sat, 23 Oct 2010 20:12:32 +0000 (20:12 +0000)]
[changed] UITest. fooled around with it a little bit more cause it's fun :p
badlogicgames [Sat, 23 Oct 2010 19:47:08 +0000 (19:47 +0000)]
[fixed] AndroidTexture to only use GLCommon. Awesomesauce
badlogicgames [Sat, 23 Oct 2010 19:35:32 +0000 (19:35 +0000)]
badlogicgames [Sat, 23 Oct 2010 19:34:23 +0000 (19:34 +0000)]
badlogicgames [Sat, 23 Oct 2010 19:33:03 +0000 (19:33 +0000)]
[fixed] uitexture problem
badlogicgames [Sat, 23 Oct 2010 19:27:51 +0000 (19:27 +0000)]
[fixed] GLCommon is now implemented. Nice.
badlogicgames [Sat, 23 Oct 2010 19:10:24 +0000 (19:10 +0000)]
[fixed] Group.toChildCoordinates(). Stupid me...
[changed] UITest shows off stuff now instead of being a debugging application :p
badlogicgames [Sat, 23 Oct 2010 18:54:18 +0000 (18:54 +0000)]
[changed] documented BitmapFont and BitmapFontCache (lousily...)
[changed] BitmapFontCache is now created via BitmapFont.newCache(). I think it's cleaner that way.
[changed] all cacheText methods don't return a BitmapFontCache anymore. I'm sorry, i don't want null arguments anywhere.
badlogicgames [Sat, 23 Oct 2010 16:46:17 +0000 (16:46 +0000)]
[changed] title of bitmap font test window
nathan.sweet [Sat, 23 Oct 2010 15:22:02 +0000 (15:22 +0000)]
[fixed] Stupid checkin.
nathan.sweet [Sat, 23 Oct 2010 15:08:49 +0000 (15:08 +0000)]
Missing files.
nathan.sweet [Sat, 23 Oct 2010 15:02:25 +0000 (15:02 +0000)]
[added] BitmapFont, BitmapFontCache, and tests. Javadocs later (promise).
[added] FileHandle#getInputStream.
[added] Null check in JoglPixmap.
[changed] LWJGL framerate limit (60hz, hardcoded).
[changed] Massive GDX TWL renderer clean up.
[changed] SpriteBatch to support taking a float[] vertices. Sprite and BitmapFont use it.
[added] Natives in project dirs to SVN ignore.
[added] InputAdapter. Javadocs later (promise).
badlogicgames [Sat, 23 Oct 2010 13:51:27 +0000 (13:51 +0000)]
[fixed] all backends and their Graphics implementations due to addition of GLCommon.
[fixed] Group.toChildCoordinates works now when rotation and origin are != 0. Still has problems when scale is also set. Fixing in a few hours..
badlogicgames [Sat, 23 Oct 2010 13:35:06 +0000 (13:35 +0000)]
[added] getGLCommon to Graphics
badlogicgames [Sat, 23 Oct 2010 13:32:40 +0000 (13:32 +0000)]
[changed] added GLCommon interface from which GL10, GL11 and GL20 derrive. Features all the methods these interfaces have in common so you can call glDisable() without having to know which GL version is currently supported by the context.
[changed] Gdx now also has members gl, gl10, gl11 and gl20 for easier access to the underlying OpenGL ES implementations. Do not mess with those (e.g. setting them to null...)
badlogicgames [Fri, 22 Oct 2010 00:52:31 +0000 (00:52 +0000)]
[added] simple LinearLayout. Works so far
[todo] fix Group.toChildCoordinates(). Rotation code of origin is borked. wtf was i thinking...
badlogicgames [Fri, 22 Oct 2010 00:51:59 +0000 (00:51 +0000)]
[added] simple LinearLayout. Works so far
[todo] fix Group.toChildCoordinates(). Rotation code of origin is borked. wtf was i thinking...
badlogicgames [Thu, 21 Oct 2010 23:10:24 +0000 (23:10 +0000)]
oh god the lwjgl backend sucks. oh god.
badlogicgames [Thu, 21 Oct 2010 23:09:03 +0000 (23:09 +0000)]
[fixed] LwjglTexture should work for now. The "solution" should be shot in the head. The same goes for the author...
badlogicgames [Thu, 21 Oct 2010 22:03:25 +0000 (22:03 +0000)]
[re-fixed] added fix for PlatformAddress issue on 1.5/1.6 devices. Everytime a buffer is used with a VBO a PlatformAddress is generated on that versions causing excessive GCs, especially with SpriteBatch. Solution: use indirect Buffers with VBOs. Doesn't work for Vertex Arrays though as those need direct buffers.
[fucked] lwjgl backend. Porting Jogl Texture, TextureIO and TextureSourceData to lwjgl now.
nathan.sweet [Thu, 21 Oct 2010 20:11:46 +0000 (20:11 +0000)]
Fixed bug with scrolling Sprite textures.
badlogicgames [Thu, 21 Oct 2010 16:39:27 +0000 (16:39 +0000)]
[changed] uiTexture for UITest
fuck you subclipse..
badlogicgames [Thu, 21 Oct 2010 16:39:05 +0000 (16:39 +0000)]
badlogicgames [Thu, 21 Oct 2010 16:38:43 +0000 (16:38 +0000)]
[changed] uiTexture for UITest
badlogicgames [Thu, 21 Oct 2010 16:37:50 +0000 (16:37 +0000)]
[fixed] focused children were handled wrong in Group
[fixed] Button was a tad bit bugged
[added] Button to UITest. Works great!
badlogicgames [Thu, 21 Oct 2010 16:08:24 +0000 (16:08 +0000)]
[fixed] all warnings in all projects except the twl renderer and the beans project. Also, can't fix Android test projects atm, not SDK installed.
badlogicgames [Thu, 21 Oct 2010 15:43:38 +0000 (15:43 +0000)]
[changed] simplified SpriteBatch. There's only one begin() method anymore. If you construct a new SpriteBatch its projection and transform matrix will create a pixel perfect viewport with the origin in the bottom left, y-axis pointing upwards. If you need your own matrices use SpriteBatch.setProjectionMatrix()/setTransformMatrix(). These can not be set within a begin()/end() block.
[removed] Sprite2. Nate wins :) (Altough it's a 50/50 achievement)
[fixed] Group and Stage use new matrix methods of SpriteBatch now. Much cleaner.
nathan.sweet [Thu, 21 Oct 2010 10:56:47 +0000 (10:56 +0000)]
Slight optimization for setting position or bounds after rotation or scale.
nathan.sweet [Thu, 21 Oct 2010 10:30:46 +0000 (10:30 +0000)]
Fixed SpriteBatchTest.
Used locals in Sprite.
badlogicgames [Thu, 21 Oct 2010 10:28:50 +0000 (10:28 +0000)]
[changed] vsynch on againf ro jogl
nathan.sweet [Thu, 21 Oct 2010 10:26:17 +0000 (10:26 +0000)]
Removed 4 multiplies with Mario's clever optimization.
nathan.sweet [Thu, 21 Oct 2010 10:15:03 +0000 (10:15 +0000)]
Updated javadocs for Sprite.
nathan.sweet [Thu, 21 Oct 2010 10:07:23 +0000 (10:07 +0000)]
Javadoc'ed Sprite.
nathan.sweet [Thu, 21 Oct 2010 09:24:22 +0000 (09:24 +0000)]
Update for Sprite class. There is much less difference from Sprite2 now. Performance is just a tiny bit better than Sprite2 on desktop and G1, and the same on Droid.
nathan.sweet [Thu, 21 Oct 2010 09:19:41 +0000 (09:19 +0000)]
Centered window for JOGL.
badlogicgames [Thu, 21 Oct 2010 04:11:56 +0000 (04:11 +0000)]
[added] Application.getVersion() to determine the API level on Android. Returns 0 on the desktop.
[changed] prepared Mesh class to use non-direct buffers on 1.5/1.6 to re-fix that silly old PlatformAddress bug in Android. Crashes at the moment :p
badlogicgames [Thu, 21 Oct 2010 03:12:39 +0000 (03:12 +0000)]
[changed] got rid of 4 multiplications in Sprite2
badlogicgames [Thu, 21 Oct 2010 03:07:00 +0000 (03:07 +0000)]
[changed] back to plain Java code for Sprite2.computeVertices() :p
badlogicgames [Thu, 21 Oct 2010 03:00:11 +0000 (03:00 +0000)]
[added] Sprite2.computeVerticesJNI. A lot slower as expected :) commiting it once for future reference.
badlogicgames [Thu, 21 Oct 2010 02:20:33 +0000 (02:20 +0000)]
[changed] SpriteBatch uses indexed geometry now. Why didn't i do that earlier? :/
badlogicgames [Thu, 21 Oct 2010 01:24:19 +0000 (01:24 +0000)]
[changed] removed 2 additions from transformation stage of SpriteBatch.
[added] Color.toFloatBits() static method.
yippie, Sprite2 is equally fast and sometimes even faster than SpriteBatch on the Hero and Nexus1. Big plus as it's a lot easier to use. awesome.
80% of the time is spent in Sprite2.computeVertices(). Maybe i can make that a JNI method and see how it performs.
badlogicgames [Wed, 20 Oct 2010 22:03:30 +0000 (22:03 +0000)]
[changed] added more actions to UITest. fancy pantsy
badlogicgames [Wed, 20 Oct 2010 21:48:05 +0000 (21:48 +0000)]
[added] Color to Actor. Probably not the smartest move. Should use tagging interfaces but then the members can't be public. It'd need getters/setters :/
[added] Delay, Sequence, Parallel, FadeIn, FadeOut actions. See UITest
[added] preliminary Button Actor.
[changed] added Group.focus( Actor actor ). Distributes the focus up to all parents. If set, all touch events go to the focus automatically. Good if you want dragging behaviour for Actors without worrying that they lose focus by not dragging in their area. See Button.
badlogicgames [Wed, 20 Oct 2010 16:45:34 +0000 (16:45 +0000)]
[changed] SpriteBatch tests
[removed] SpriteBatch.draw() that took an array. No performance difference on desktop or android to non array method
[added] Sprite2, a counter suggestion to Nate's Sprite class
[changed] added new SpriteBatch.draw( Sprite2 sprite ) method.
Nate: scale and rotate don't make any sense. See SpriteBatchTest. Just click to switch between rendering methods, the second one is yours. It performs better in this case cause it does a lot less calculations. Funny thing: it's still slower than normal SpriteBatch rendering which updates all vertex attributes each frame :p. Sprite2 is slower cause it caculates more than Sprite. It's twice as slow as normal rendering :( The reason seems to be the additional members in the Sprite2 class. I'm not kiding. Mess around with it and remove some members that aren't needed. You can see an increase in speed. I guess memory locality is an issue here as the Sprite2 instances are bigger. Strange shit.
badlogicgames [Wed, 20 Oct 2010 13:56:30 +0000 (13:56 +0000)]
[added] test for SpriteBatch.draw( Sprite sprite ). No different to standard rendering on desktop
badlogicgames [Wed, 20 Oct 2010 13:55:42 +0000 (13:55 +0000)]
[changed] you can now set the buffer size of the sprite batch in number of sprites :p
badlogicgames [Wed, 20 Oct 2010 12:58:49 +0000 (12:58 +0000)]
[Changed] texture wrap enum
badlogicgames [Wed, 20 Oct 2010 12:50:49 +0000 (12:50 +0000)]
[removed] debug images...
badlogicgames [Wed, 20 Oct 2010 12:48:27 +0000 (12:48 +0000)]
[deleted] lwjgl binaries from gdx-twl-tests. should set them to ignore...
nathan.sweet [Wed, 20 Oct 2010 11:34:10 +0000 (11:34 +0000)]
Added MathUtils.
Added Sprite class.
nathan.sweet [Wed, 20 Oct 2010 08:41:22 +0000 (08:41 +0000)]
Removed redundant theme files.