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Version 1.30 has been released!
EgonOlsen:
Get it from the download page: http://www.jpct.net/download.html
Changes of the desktop version:
* Fixed Object3D.setAdditionalColor() to allow for null values.
* Fixed a spelling issue in ExtendedPrimitives.
* Added support for a normals array to the bulk constructor of Object3D.
* Fixed VertexAttributess.update() with an index>0.
* Improved accuracy for ray-polygon-collision to handle smaller scenes better.
* Added better debug logging for texture handling.
* Fixed a memory leak when unloading textures in a threaded renderer.
* Added a new variant of the transform()-method to Camera.
* Fixed World.getBounds() to handle negative max values correctly.
* Increased performance of FrameBuffer.getPixels().
* Added the option to set a shader for blitting.
* Added an option to preWarm only parts of the TextureManager's content.
* Added an option to shift the frustum in y-direction.
* Improved the 3ds loader to handle empty chunks better.
Changes of the Android version:
* Fixed Object3D.setAdditionalColor() to be able to take null values.
* Fixed a spelling issue in ExtendedPrimitives.
* Added support for a normals array to the bulk constructor of Object3D.
* Fixed VertexAttributes.update() with an index>0.
* Improved accuracy for ray-polygon-collision to handle smaller scenes better.
* Added an option to Config to ignore GL errors (Config.glIgnoreErrors).
* Moved compile() from GLSLShader to FrameBuffer, because it needs a reference to the current GL content to make the shader survive a context change, which GLSLShader itself doesn't have.
* Removed some obsolete stuff from Config.
* Added a new variant of the transform()-method to Camera.
* Fixed a bug in scissor calculation when rendering into a texture.
* Improved render performance for objects that are sharing compiled data by sorting them differently.
* Fixed World.getBounds() to handle negative max values correctly.
* Increased performance of FrameBuffer.getPixels().
* Added the option to set a shader for blitting.
* Fixed an issue with environment mapping (albeit not fully supported anyway...).
* Added an option to preWarm only parts of the TextureManager's content.
* Added an option to de-virtualize a virtualized texture.
* Added on option to shift the frustum in y-direction.
* Improved the 3ds loader to handle empty chunks better.
As always: Have fun! ;)
gamenewer:
Great job ,Thanks ! :)
AGP:
I hadn't seen this yet. Thanks very much, pal. I appreciate your efforts.
lawless_c:
oooh i only seeing this now. What does the shader blitter do?
EgonOlsen:
By default, blitting uses a basic shader. If you want to do something fancy with the blitted bitmap, you can use your own shader and do it. It was a user's request, I can't remember what he used it for exactly.
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