Get it from the download page: http://www.jpct.net/download.html (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! ;)
Great job ,Thanks ! :)
I hadn't seen this yet. Thanks very much, pal. I appreciate your efforts.
oooh i only seeing this now. What does the shader blitter do?
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.
Cool ~
If some APIs of Particles could be added, it will be more better~