jPCT-AE - a 3d engine for Android > Support

Version updates!

<< < (68/69) > >>

EgonOlsen:
Version 1.27 has been released!

Change log:


--- Quote ---Fixed Object3D.wasVisible().
Added get?Axis()-methods to Object3D that take a vector to be filled as additional parameter.
Added a setAdditionalColor()-method to Object3D that takes ints instead of Color-instances.
Fixed a problem with blitting and Polyline in GLES 2.0 mode.
Added the option to dispose a light.
Changed behaviour of Object3D.align(...) to create less garbage.
Ported FrameBuffer.resize() from jPCT to jPCT-AE.
Changed Config.glDither default to true.
Added rotateAxis() to SimpleVector.
Added reproject2D3DWS-methods to Interact2D that include a z-parameter.
Fixed some documentation flaws.
Fixed a flaw in light sorting when distance override is being used.
Reverted the changed fov behaviour when setting the near plane that 1.26 introduced.
Introduced a method to Camera to adjust the fov to a changed near plane.
Added new class VertexAttributes and a method to Mesh to add them.
Added an option to Polyline to draw points instead of lines.
Improved performance of ray-polygon collisions and distance calculations.
Added the option to apply a viewport offset to a render target to Config.
Fixed SimpleVector.reflect() to not return *-1 of the reflection vector.
Fixed culling when virtual dimensions have been set.
Added some methods to make jPCT and jPCT-AE more compatible to each other.
Removed the lower texture size limit of 8*8.
Improved performance for scenes with many transparent objects.
Fixed setting a texture in the PolygonManager on an object that uses less stages than Config allows.
Improved performance and accuracy of PolygonManager.getTransformedNormal(<int>);
General performance and memory improvements.
Removed the internal SimpleVector caching, because it wasn't doing any good.

--- End quote ---

Andrey8000:
Hello. Please tell me, is it planned to support the shadows in jPCT-ae?

EgonOlsen:
Yes, it's planned for the next release but there's no fixed time schedule for it.

kiffa:
> Changed Config.glDither default to true.

Could you explain the reason?

> Removed the internal SimpleVector caching, because it wasn't doing any good.

So,  "new SimpleVector" and "SimpleVector.create()" are the same now, right? Will  "new SimpleVector" cause many GC? In my game,  I will create some SimpleVectors per loop(update).

EgonOlsen:

--- Quote from: kiffa on July 15, 2013, 10:12:09 am ---> Changed Config.glDither default to true.

Could you explain the reason?

--- End quote ---
It was false before, because on some really old devices (G1 and similar), it was slightly faster this way. However, it might cause additional color banding and on current and last generation devices, it's doesn't matter anyway. So by setting it to true, you'll get improved image quality without a performance impact.

--- Quote from: kiffa on July 15, 2013, 10:12:09 am ---> Removed the internal SimpleVector caching, because it wasn't doing any good.

So,  "new SimpleVector" and "SimpleVector.create()" are the same now, right? Will  "new SimpleVector" cause many GC? In my game,  I will create some SimpleVectors per loop(update).

--- End quote ---
Yes, they are now doing the same thing. Creating new SimpleVectors (or any other kind of obejcts) in a loop should be avoided if possible. If you create only a few instances per frame, it shouldn't matter that much though.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version