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13 years ago[fixed] gdx-twl, wounded by Mario's vicious refactoring. ;)
nathan.sweet [Sat, 23 Oct 2010 23:06:40 +0000 (23:06 +0000)]
[fixed] gdx-twl, wounded by Mario's vicious refactoring. ;)

13 years ago[fixed] obj loader now also copes with v/t face definitions.
badlogicgames [Sat, 23 Oct 2010 22:30:17 +0000 (22:30 +0000)]
[fixed] obj loader now also copes with v/t face definitions.

13 years ago[removed] Forever action. Does not play well with Pools used inside actions to get...
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 :/

13 years ago[changed] MoveTo does not coordinate transform. That's just stupid
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.

13 years ago[added] Forever Action to repeat other actions indefinetly.
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.

13 years ago[changed] UITest. fooled around with it a little bit more cause it's fun :p
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

13 years ago[fixed] AndroidTexture to only use GLCommon. Awesomesauce
badlogicgames [Sat, 23 Oct 2010 19:47:08 +0000 (19:47 +0000)]
[fixed] AndroidTexture to only use GLCommon. Awesomesauce

13 years ago(no commit message)
badlogicgames [Sat, 23 Oct 2010 19:35:32 +0000 (19:35 +0000)]

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badlogicgames [Sat, 23 Oct 2010 19:34:23 +0000 (19:34 +0000)]

13 years ago[fixed] uitexture problem
badlogicgames [Sat, 23 Oct 2010 19:33:03 +0000 (19:33 +0000)]
[fixed] uitexture problem

13 years ago[fixed] GLCommon is now implemented. Nice.
badlogicgames [Sat, 23 Oct 2010 19:27:51 +0000 (19:27 +0000)]
[fixed] GLCommon is now implemented. Nice.

13 years ago[fixed] Group.toChildCoordinates(). Stupid me...
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

13 years ago[changed] documented BitmapFont and BitmapFontCache (lousily...)
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.

13 years ago[changed] title of bitmap font test window
badlogicgames [Sat, 23 Oct 2010 16:46:17 +0000 (16:46 +0000)]
[changed] title of bitmap font test window

13 years ago[fixed] Stupid checkin.
nathan.sweet [Sat, 23 Oct 2010 15:22:02 +0000 (15:22 +0000)]
[fixed] Stupid checkin.

13 years agoMissing files.
nathan.sweet [Sat, 23 Oct 2010 15:08:49 +0000 (15:08 +0000)]
Missing files.

13 years ago[added] BitmapFont, BitmapFontCache, and tests. Javadocs later (promise).
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).

13 years ago[fixed] all backends and their Graphics implementations due to addition of GLCommon.
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..

13 years ago[added] getGLCommon to Graphics
badlogicgames [Sat, 23 Oct 2010 13:35:06 +0000 (13:35 +0000)]
[added] getGLCommon to Graphics

13 years ago[changed] added GLCommon interface from which GL10, GL11 and GL20 derrive. Features...
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...)

13 years ago[added] simple LinearLayout. Works so far
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...

13 years ago[added] simple LinearLayout. Works so far
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...

13 years agooh god the lwjgl backend sucks. oh god.
badlogicgames [Thu, 21 Oct 2010 23:10:24 +0000 (23:10 +0000)]
oh god the lwjgl backend sucks. oh god.

13 years ago[fixed] LwjglTexture should work for now. The "solution" should be shot in the head...
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...

13 years ago[re-fixed] added fix for PlatformAddress issue on 1.5/1.6 devices. Everytime a buffer...
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.

13 years agoFixed bug with scrolling Sprite textures.
nathan.sweet [Thu, 21 Oct 2010 20:11:46 +0000 (20:11 +0000)]
Fixed bug with scrolling Sprite textures.

13 years ago[changed] uiTexture for UITest
badlogicgames [Thu, 21 Oct 2010 16:39:27 +0000 (16:39 +0000)]
[changed] uiTexture for UITest

fuck you subclipse..

13 years ago(no commit message)
badlogicgames [Thu, 21 Oct 2010 16:39:05 +0000 (16:39 +0000)]

13 years ago[changed] uiTexture for UITest
badlogicgames [Thu, 21 Oct 2010 16:38:43 +0000 (16:38 +0000)]
[changed] uiTexture for UITest

13 years ago[fixed] focused children were handled wrong in Group
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!

13 years ago[fixed] all warnings in all projects except the twl renderer and the beans project...
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.

13 years ago[changed] simplified SpriteBatch. There's only one begin() method anymore. If you...
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.

13 years agoSlight optimization for setting position or bounds after rotation or scale.
nathan.sweet [Thu, 21 Oct 2010 10:56:47 +0000 (10:56 +0000)]
Slight optimization for setting position or bounds after rotation or scale.

13 years agoFixed SpriteBatchTest.
nathan.sweet [Thu, 21 Oct 2010 10:30:46 +0000 (10:30 +0000)]
Fixed SpriteBatchTest.
Used locals in Sprite.

13 years ago[changed] vsynch on againf ro jogl
badlogicgames [Thu, 21 Oct 2010 10:28:50 +0000 (10:28 +0000)]
[changed] vsynch on againf ro jogl

13 years agoRemoved 4 multiplies with Mario's clever optimization.
nathan.sweet [Thu, 21 Oct 2010 10:26:17 +0000 (10:26 +0000)]
Removed 4 multiplies with Mario's clever optimization.

13 years agoUpdated javadocs for Sprite.
nathan.sweet [Thu, 21 Oct 2010 10:15:03 +0000 (10:15 +0000)]
Updated javadocs for Sprite.

13 years agoJavadoc'ed Sprite.
nathan.sweet [Thu, 21 Oct 2010 10:07:23 +0000 (10:07 +0000)]
Javadoc'ed Sprite.

13 years agoUpdate for Sprite class. There is much less difference from Sprite2 now. Performance...
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.

13 years agoCentered window for JOGL.
nathan.sweet [Thu, 21 Oct 2010 09:19:41 +0000 (09:19 +0000)]
Centered window for JOGL.

13 years ago[added] Application.getVersion() to determine the API level on Android. Returns 0...
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

13 years ago[changed] got rid of 4 multiplications in Sprite2
badlogicgames [Thu, 21 Oct 2010 03:12:39 +0000 (03:12 +0000)]
[changed] got rid of 4 multiplications in Sprite2

13 years ago[changed] back to plain Java code for Sprite2.computeVertices() :p
badlogicgames [Thu, 21 Oct 2010 03:07:00 +0000 (03:07 +0000)]
[changed] back to plain Java code for Sprite2.computeVertices() :p

13 years ago[added] Sprite2.computeVerticesJNI. A lot slower as expected :) commiting it once...
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.

13 years ago[changed] SpriteBatch uses indexed geometry now. Why didn't i do that earlier? :/
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? :/

13 years ago[changed] removed 2 additions from transformation stage of SpriteBatch.
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.

13 years ago[changed] added more actions to UITest. fancy pantsy
badlogicgames [Wed, 20 Oct 2010 22:03:30 +0000 (22:03 +0000)]
[changed] added more actions to UITest. fancy pantsy

13 years ago[added] Color to Actor. Probably not the smartest move. Should use tagging interfaces...
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.

13 years ago[changed] SpriteBatch tests
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.

13 years ago[added] test for SpriteBatch.draw( Sprite sprite ). No different to standard renderin...
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

13 years ago[changed] you can now set the buffer size of the sprite batch in number of sprites :p
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

13 years ago[Changed] texture wrap enum
badlogicgames [Wed, 20 Oct 2010 12:58:49 +0000 (12:58 +0000)]
[Changed] texture wrap enum

13 years ago[removed] debug images...
badlogicgames [Wed, 20 Oct 2010 12:50:49 +0000 (12:50 +0000)]
[removed] debug images...

13 years ago[deleted] lwjgl binaries from gdx-twl-tests. should set them to ignore...
badlogicgames [Wed, 20 Oct 2010 12:48:27 +0000 (12:48 +0000)]
[deleted] lwjgl binaries from gdx-twl-tests. should set them to ignore...

13 years agoAdded MathUtils.
nathan.sweet [Wed, 20 Oct 2010 11:34:10 +0000 (11:34 +0000)]
Added MathUtils.
Added Sprite class.

13 years agoRemoved redundant theme files.
nathan.sweet [Wed, 20 Oct 2010 08:41:22 +0000 (08:41 +0000)]
Removed redundant theme files.

13 years agoBetter textarea demo.
nathan.sweet [Wed, 20 Oct 2010 04:55:38 +0000 (04:55 +0000)]
Better textarea demo.

13 years agoTWL jar update so gdx-twl works on Android 1.6.
nathan.sweet [Wed, 20 Oct 2010 03:14:32 +0000 (03:14 +0000)]
TWL jar update so gdx-twl works on Android 1.6.

13 years agoRemoved JARs that shouldn't have been checked in.
nathan.sweet [Wed, 20 Oct 2010 03:08:10 +0000 (03:08 +0000)]
Removed JARs that shouldn't have been checked in.

13 years agoSet gen folder for gdx-tests-android to SVN ignore.
nathan.sweet [Wed, 20 Oct 2010 03:02:23 +0000 (03:02 +0000)]
Set gen folder for gdx-tests-android to SVN ignore.

13 years agoRemoved gen dir for gdx-tests-android.
nathan.sweet [Wed, 20 Oct 2010 03:01:51 +0000 (03:01 +0000)]
Removed gen dir for gdx-tests-android.

13 years agoRemoved bin dirs for gdx and gdx-backend-android from SVN.
nathan.sweet [Wed, 20 Oct 2010 02:58:25 +0000 (02:58 +0000)]
Removed bin dirs for gdx and gdx-backend-android from SVN.

13 years agoSet bin and gen folders to SVN ignore.
nathan.sweet [Wed, 20 Oct 2010 02:57:13 +0000 (02:57 +0000)]
Set bin and gen folders to SVN ignore.

13 years agoAdded beans project (Harmony's java.beans package renamed so it can be deployed on...
nathan.sweet [Wed, 20 Oct 2010 02:50:25 +0000 (02:50 +0000)]
Added beans project (Harmony's java.beans package renamed so it can be deployed on Android).

13 years agoto tired makes no sense today... don't use the lwjgl backend i screwed up the pre...
badlogicgames [Wed, 20 Oct 2010 01:11:17 +0000 (01:11 +0000)]
to tired makes no sense today... don't use the lwjgl backend i screwed up the pre-multiplied alpha stuff. thanks to matthias for providing his texturedatasource class. i'll mess it up :)

13 years ago[fixed] project setup of twl projects
badlogicgames [Tue, 19 Oct 2010 22:12:18 +0000 (22:12 +0000)]
[fixed] project setup of twl projects

13 years ago[changed] some constants...
badlogicgames [Tue, 19 Oct 2010 22:01:01 +0000 (22:01 +0000)]
[changed] some constants...

13 years ago[changed] fixed project setup of gdx-twl and related projects.
badlogicgames [Tue, 19 Oct 2010 21:48:17 +0000 (21:48 +0000)]
[changed] fixed project setup of gdx-twl and related projects.

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13 years ago[changed] we better not try drawing 100.000 sprites on Android :p
badlogicgames [Tue, 19 Oct 2010 01:50:14 +0000 (01:50 +0000)]
[changed] we better not try drawing 100.000 sprites on Android :p

13 years ago[fixed] LwjglTexture now actually performs mip-map generation, albeit poor man's...
badlogicgames [Tue, 19 Oct 2010 01:37:22 +0000 (01:37 +0000)]
[fixed] LwjglTexture now actually performs mip-map generation, albeit poor man's mip-map generation :p
[fixed] LwjglTexture was a mess, rewritten. still a mess but a tad bit more readable
[added] some more tests...

13 years ago[changed] LWJGL input and deltatime/fps stuff working...
badlogicgames [Mon, 18 Oct 2010 23:38:52 +0000 (23:38 +0000)]
[changed] LWJGL input and deltatime/fps stuff working...
[changed] other shitty LWJGL stuff
[changed] Font uses RGBA8888 for now again. Stupid GLUtils.texImage2D is stupid...

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badlogicgames [Mon, 18 Oct 2010 22:36:37 +0000 (22:36 +0000)]