jME 2.0 alpha source code released
From the posting I made over at the forums:
Here's what has made it in so far: (this list may not be all encompassing.)
* The batch classes and SceneElement have been rolled back out.
* We now use Enumerations pretty much everywhere in the API, making it a lot easier to figure out what values you have available. I've tried to comment all the tricky ones. We'll of course have more documentation to add, and I'm sure more Enums as well.
* 40+ new Image types supported, We now have support for all OpenGL1.1 image formats, as well as float formats (not tested though).
* We have 3 new mirror texture wrap types and now support specifying wrap on the R axis.
* We now support 1D, 3D and CubeMap textures.
* We now support 2 new Environmental map modes (NormalMap and ReflectionMap)
* 2 sided stencil support and stencil wrapping
* Lots more control over blending (including use of glBlendColor, glBlendEquation, glBlendEquationSeparate and glBlendFuncSeparate)
* New particle features: Timelines and animated textures. (With updated support in my editor)
* Some updated support for Collada, specifically we now have support for library_nodes, which is especially useful for loading in sketchup models. (Still not perfect, of course)
* Simple Bone and animation blending support. (Mostly this was checked in to keep us from having to maintain two versions of jME at work, I'd love to see the whole Bone and Skinning upgraded by a clever user or dev... hint hint.)
* New stats system... Instead of the old fps bar at the bottom, we now have a nice charting package. It's customizable, and you can turn off stats collecting at run time.
* Lots of small bug fixes and changes over the last 6 months that I can't remember...
Check it out from our svn repo.
Labels: jMonkeyEngine


1 Comments:
Great news! It's getting better all the time... :)
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