| Commit message (Collapse) | Author | Age | Files | Lines |
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and thus the "An illegal reflective access operation has occurred"
warning in Java 10 is no longer displayed
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mouse interactions are now scaled correctly when using the
canvas.getPixelLocationInImagePlate(xpos,ypos,mousePosn); as seen in the
java3d-utils PickCanvas class
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The Renderer now wraps a use/release context call pair around any of the
Pure Immediate mode operations in the main doWork loop.
The renderer also now lazily creates a context on the first Pure
Immediate mode call.
GarphicsContext3D calls makeCxtCurrent in doClear in the case where a
context had to be created (that creation call should in fact now be
redundant but it is left in)
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ignored
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Fixed an error that happened in multi-screen environments
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Pure Immediate mode operations in the main doWork loop.
The renderer also now lazily creates a context on the first Pure
Immediate mode call.
GarphicsContext3D calls makeCxtCurrent in doClear in the case where a
context had to be created (that creation call should in fact now be
redundant but it is left in)
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Only calls itself on all child nodes, no callers anywhere else.
Signed-off-by: Harvey Harrison <[email protected]>
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gl.glDisable(GL.GL_STENCIL_TEST);
Fixes Bug 1325: https://jogamp.org/bugzilla/show_bug.cgi?id=1325
Signed-off-by: Phil Jordan <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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Fixes Bug 1006: https://jogamp.org/bugzilla/show_bug.cgi?id=1006
Signed-off-by: Harvey Harrison <[email protected]>
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Override the number of canvas samples using a new Integer property, add a
helper to MasterControl similar to the existing Boolean property methods.
Signed-off-by: Harvey Harrison <[email protected]>
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This causes crashes in the Parallels driver, possibly due to the calls
occuring on a non-current glContext, this appears to not cause other
issues as the glColor calls are always issued before rendering anyway and
can avoid being reset here.
Signed-off-by: Harvey Harrison <[email protected]>
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[Suggested by Emmanuel Puybaret]
Signed-off-by: Harvey Harrison <[email protected]>
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see here for more details
http://forum.jogamp.org/Java3D-1-6-Web-Start-from-Mac-OS-X-to-Multi-OS-td4037924.html
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The boundingBox intersects maths removes some repeated multiplications
SceneGrph objects that were heavy users of J3dMessages now hold onto the
previous messages and reuse them if possible to reduce the amount of new
statements
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It turns out that a gl2es3 will be returned even if a es2 is asked for.
This means that some of the actions that were being performed were bad,
like transpose on setMatrix and set max texture lod
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One functional code change in the VersionInfo template
The SparseArray comments not changed to ensure maximum similarity with
original
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simplified
And made faster
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As per the previous commit enhancement
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Less equals and setZero methods used, more simply == statements.
Note this can be cleaned up more
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This allows for less data copy during each render pass if the data is
unchanged
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In simply checking for a warning given the shader program was creating a
long string and using a hash get, now a simple boolean on each attribute
indicates warning given, faster and less garbage created
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All Enumerations swapped and generic types added
See docs/api-changes-1.7.txt
THIS WILL BREAK YOUR CODE!
But the change is very minor to adjust to.
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It now supports the INT_ARRAY and INT_BUFFER types and only hands into
ES2 the allowed values
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As this is the extension used on ES hardware for non power of two
texture support
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Also a frame stat of skipped no shader
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Only ShaderAppearances will display anything
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This is very important on low power hardware and affects shader design
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In all cases as teh support is mandatory and not a published extension
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This unnecessarily bound closer to awt
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plus a big general code tidy up of the pipeline
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Note execute depth raster adn read depth both do not work
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Now it only receiving enabled lights and the variable enabled has been
removed
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As returned by
VirtualUniverse.getProperties().get("j3d.version")
The original full message can be obtained from
VersionInfo.getVersionFull()
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