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Version 1.30 has been released!
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Topic: Version 1.30 has been released! (Read 6053 times)
EgonOlsen
Administrator
quad
Posts: 12275
Version 1.30 has been released!
«
on:
November 19, 2015, 08:26:44 pm »
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!
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gamenewer
long
Posts: 171
Re: Version 1.30 has been released!
«
Reply #1 on:
November 26, 2015, 08:06:27 am »
Great job ,Thanks !
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AGP
quad
Posts: 1723
Re: Version 1.30 has been released!
«
Reply #2 on:
December 19, 2015, 07:48:32 pm »
I hadn't seen this yet. Thanks very much, pal. I appreciate your efforts.
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lawless_c
int
Posts: 96
Re: Version 1.30 has been released!
«
Reply #3 on:
January 27, 2016, 04:24:51 pm »
oooh i only seeing this now. What does the shader blitter do?
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https://github.com/lawlessc
EgonOlsen
Administrator
quad
Posts: 12275
Re: Version 1.30 has been released!
«
Reply #4 on:
January 27, 2016, 04:43:44 pm »
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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cefengxu
int
Posts: 65
Re: Version 1.30 has been released!
«
Reply #5 on:
March 23, 2016, 07:15:35 am »
Cool ~
If some APIs of Particles could be added, it will be more better~
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Version 1.30 has been released!