Get it from the download page: http://www.jpct.net/download.html (http://www.jpct.net/download.html)
Changes of the desktop version:
- Fixed Loader.readTextureNames3DS() to handle ill-formatted files better.
- Fixed getTransformedNormal() in the PolygonManager to not destroy a cached transformation matrix.
- Added a containsObject()-method to World. Synchronized the add- and remove-methods for Object3Ds.
- Moved settings for clipping planes from World to Camera, deprecated the setClippingPlanes()-method in World.
- Fixed Polylines in combination with viewport offsets.
- Fixed some near plane related problems in Interact2D.
- Added the option to shift the frustum in x-direction.
- Fixed a bug with setting the blitting shader.
- Added getters for name and type to VertexAttributes.
Changes of the Android version:
- Minor performance tweaks for shaders.
- Fixed Loader.readTextureNames3DS() to handle ill-formatted files better.
- Fixed getTransformedNormal() in the PolygonManager to not destroy a cached transformation matrix.
- Improved performance of internal matrix multiplications in OpenGL ES 2.0 mode.
- Increased light source culling performance.
- Added a containsObject()-method to World.
- Synchronized the add- and remove-methods for Object3Ds.
- Added the option to Config to calculate ray-polygon-collision with floats again instead of doubles.
- Moved settings for clipping planes from World to Camera, deprecated the setClippingPlanes()-method in World.
- Fixed Polylines in combination with viewport offsets.
- Added the ShadowHelper class to the util-package. While this class is similar to the one in desktop jPCT, it differs in some aspects.
- Fixed some near plane related problems in Interact2D.
- Worked around a blitting bug in the PowerVR 6xxx drivers.
- Worked around a bug with VBOs in the PowerVR 6xxx drivers.
- Added the option to shift the frustum in x-direction.
- Fixed a bug with setting the blitting shader.
- Added getters for name and type to VertexAttributes.
- Fixed a bug with specular lighting in OpenGL ES 2.0 mode.
- Improved compatibility with Vivante based devices.
As always: Have fun! ;)
Thanks very much, pal. I appreciate it.
I'd just like to reiterate that the software renderer should handle Polylines.