Add critical arrays to gl interface#2490
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Looks good so far. IOSGL20.cpp should be almost identical to the Android version. @NathanSweet is king of the JGLFW backend, you two will have to talk. |
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I've included the jglfw implementation and tested it as well as gwt. I've also added it for ios, but haven't tested that yet, because compiling the natives on mac doesn't work for me quite well. |
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Ok, i'll try to test iOS. Can't guarantee this will happen in the next few
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I had to pull in the changes you made yesterday. It compiles now and seems to work on ios as well. We probably should do some more testing though, e.g. on a real device. |
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I can only say I'm really looking forward for this PR to be merged, because usings arrays for GL is something that I really missed much in libGDX (and it's quite ubiquitous in GL wrappers for Java at the same time). |
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Awesome! |
Add critical arrays to gl interface
LibGDX API changes, see libgdx/libgdx#2490
This PR isn't ready for pulling yet. Having a PR makes it a bit easier on github to see and test the changes.
I accidentally included #2474 into this PR as well.
This adds optional support for java arrays instead of buffers to the GL20 interface. Leaving it up to the backend on how to translate between the java array and the opengl call. This removes the sometimes unneeded copy from java array to buffer and back.
Only added the most obvious methods (genbuffer, uniformfv, etc). I've tested the implementation of lwjgl and android (e.g. by running SkeletonTest, probably needs more testing though). I did implement, but haven't tested GWT yet. Haven't looked at the RoboVM and jglfw implementation yet.