| Commit message (Collapse) | Author | Age | Files | Lines |
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- Jake2Applet
- Reenable JavaScript Bridge to resize Applet
- Pass through 4:3 aspect custom video mode (Jake2 args)
- Pass through applet parameter 'jake_args' (Jake2 args)
- OSX Hack: Re-create Game at init, otherwise flickering appears (??)
- Fix VID.init: Set vid_ref.modifier = true, otherwise not guaranteed VID creation
- BeginFrame, R_BeginFrame, beginFrame, activateGLContext:
Return 'true', if ctx is available, otherwise false to skip frame.
- NEWTWin:
- Applet mode (in Applet container): Always release GL ctx
- Use GLAnimatorControl impl, to state whether we are animating or not
and to tell us, whether we have to release the GL ctx.
- Add HOME -> Reparent feature for Applets
- Workaround for NEWT/Windows Bug 798
- NEWT Key Handling:
- Ignore auto-repeat
- Workaround for NEWT/Windows Bug 798
- Add HTML page
- normal
- debug mode
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- NEWT ScreenMode -> MonitorMode
- NEWT Window: Don't issue Game.Quit() if already in shutdown (could be screen mode change)
- NEWT KeyEvents: No keyTyped, adapt to new KeyCodes.
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- Only list unique resolutions
- Use List<ScreenMode>
- Properly deactivateGLContext()/activateGLContext() for setMode(..)
Further:
- JoglES2Driver: Claim to have pointExt (FFP emul will follow up)
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New JOGL Renderer Order, last comes first if not defined by 'vid_ref':
- jogldummy
- joglgl2
- jogles2
- jogles1
+++
README JOGL2 Flags:
JOGL Renderer can be set via 'vid_ref', i.e. '+set vid_ref jogles2'
- jogles1 ES1 renderer, may use GL2ES1 w/ 'jogl_gl2es1 1'
- jogles2 ES1 renderer, may use GL2ES2 w/ 'jogl_gl2es2 1'
- joglgl2 GL2 renderer, maybe disabled w/ 'jogl_gl2 0'
- jogldummy NOP GL renderer to measure performance w/o GL costs
Special GLProfile selection flags:
- jogl_gl2 0 disable joglgl2, default enabled '1'
- jogl_gl2es1 1 allow desktop GL2ES1 for jogles1 renderer, default disabled '0'
- jogl_gl2es2 1 allow desktop GL2ES2 for jogles2 renderer, default disabled '0'
Special drawable surface flags:
- jogl_rgb565 1 requesting a RGB565 surface, otherwise request default RGB888 surface
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ubytes for particle sim), use new ImmModeSink value conversion.
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(required since we don't release ctx after each frame)
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[not-used] GL context), remove GL ctx switch for GL2, ES2 and ES1
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FixedFunctionPipeline to complete each profile
GL2ES1 uses ImmModeSink
GL2ES2 uses ImmModeSink and FixedFunctionPipeline
TODO: Updated JOGL contained binaries w/ next aggregated build (please use the source until then)
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