Commit Graph

21884 Commits

Author SHA1 Message Date
minggo c5a8ba3a2c Merge pull request #7043 from Dhilan007/v3-texturecachefix
issue #3341:fix TextureCache::addImageAsync repeatedly generate Image for the same image file.
2014-06-12 11:35:34 +08:00
heliclei 87ac4c660d [ci skip] Set github commit status context & description 2014-06-12 11:30:37 +08:00
samuele3hu 379db53673 Reconstruct the _sendRequest function of LuaMinXmlHttpRequest 2014-06-12 11:24:46 +08:00
Dhilan007 d755b7ffcb issue #3341:fix TextureCache::addImageAsync repeatedly generate Image for the same image file. 2014-06-12 11:21:42 +08:00
minggo 05a65a68bb issue #4693: added enumerateChildren() 2014-06-12 10:41:08 +08:00
vision dc4cdc9c0f remove the comments 2014-06-12 10:19:08 +08:00
samuele3hu 5349125ad0 Reconstruct the addEventListener for cocostudio ui control 2014-06-12 10:10:37 +08:00
samuele3hu 108c0d0da9 Modify ini files for bindings-generator to fix the compile warning 2014-06-12 10:08:58 +08:00
lvlong 9fe7c1a9da loader 2014-06-12 10:01:54 +08:00
vision 97b578185d new parameter for setting blur shader effect 2014-06-12 09:49:48 +08:00
LinWenhai b268536385 fixed typo. 2014-06-12 09:46:18 +08:00
minggo e68c01eda9 Merge pull request #7041 from MSOpenTech/wp8-v3-update
added missing ObjectFactory files
2014-06-12 09:42:59 +08:00
2youyou2 4d1bf0c1a2 Merge branch 'v3' of https://github.com/2youyouo2/cocos2d-x into v3
Conflicts:
	tests/cpp-tests/Classes/ExtensionsTest/CocoStudioTimelineActionTest/TimelineActionTestScene.cpp
2014-06-12 09:42:20 +08:00
Dale Stammen 775832a710 added missing files 2014-06-11 13:18:10 -07:00
youyou 28ae57c5fc add AsyncReader 2014-06-12 00:38:23 +08:00
Huabing.Xu 8ca8715a85 Merge pull request #35 from dabingnn/v3Animation
V3 animation
2014-06-11 23:23:55 +08:00
Dhilan007 7cc3879257 Ensuring release cache texture in timely. 2014-06-11 22:03:10 +08:00
Dhilan007 63a68632a5 fixed calculating height of multi-line string was incorrect on IOS. 2014-06-11 21:49:08 +08:00
2youyou2 aa06fab776 support relative path for reading json 2014-06-11 21:11:22 +08:00
Huabing.Xu f1bc0971aa extract mesh data, material data, skin data into a header file for reuse in converter and engine 2014-06-11 18:24:14 +08:00
Huabing.Xu 65acec013b Merge branch 'v3' into v3Animation 2014-06-11 17:45:31 +08:00
minggo 8a5bfb9840 issue #4693: add getName(), setName() and getChildByName() 2014-06-11 16:57:43 +08:00
andyque 5515c43bb2 improve lasers 2014-06-11 15:16:08 +08:00
Huabing.Xu 18663609b4 add interface for speed and playback in animate 2014-06-11 15:07:37 +08:00
andyque f50263402a improve parser 2014-06-11 14:56:12 +08:00
vision e2c75c1f11 New shader for the blur effect, the old one is ineffecient and difficult to maintain. 2014-06-11 14:54:14 +08:00
minggo 0ad57bdde7 [ci skip] 2014-06-11 14:50:33 +08:00
minggo ccb24abf52 Merge pull request #7028 from heliclei/cocos-version
[ccconsole]Add version command.
2014-06-11 14:49:47 +08:00
andyque 2f6f1b7151 improve binary format 2014-06-11 14:45:35 +08:00
yangxiao d76525ced1 use my data temp 2014-06-11 14:20:14 +08:00
andyque 7a8f27ee0b remove unused parser code 2014-06-11 14:15:34 +08:00
yangxiao 5b05ab6353 fix rendering bug 2014-06-11 14:05:35 +08:00
Huabing.Xu 9ee6f1f3e0 adjust shader uniform settings
use a new fake data for testing
2014-06-11 12:07:25 +08:00
minggo 14ea582fbc Merge pull request #7035 from samuele3hu/v3_keypad_fix
Fix the crash of Texture2dTest when `—ndk-mode` is `release`
2014-06-11 11:35:31 +08:00
Huabing.Xu a8c321fe64 add use glprogram before setting uniform data for meshcommand 2014-06-11 11:34:04 +08:00
minggo 11d8663f2b Merge pull request #7034 from CocosRobot/update_lua_bindings_1402453768
[AUTO]: updating luabinding automatically
2014-06-11 11:31:33 +08:00
samuele3hu 1a3cb575d2 Merge branch 'v3' of https://github.com/cocos2d/cocos2d-x into v3_keypad_fix 2014-06-11 11:26:44 +08:00
samuele3hu 54379f48a9 Fix the crash of Texture2dTest when `—ndk-mode` is `release` 2014-06-11 11:24:17 +08:00
2youyou2 09a2ceb7df add TimelineAction 2014-06-11 11:10:07 +08:00
CocosRobot 818c478224 [AUTO]: updating luabinding automatically 2014-06-11 02:30:38 +00:00
minggo c6b7ec2769 Merge pull request #7033 from samuele3hu/v3_keypad_fix
Update values of KeyCode used in the Lua to fix related error
2014-06-11 10:27:00 +08:00
samuele3hu 2d50df8b01 Update the KeyCodeTest in the NewEventDispatcherTest 2014-06-11 10:19:07 +08:00
samuele3hu d200dd83a4 Update the KeyCodeTest in the NewEventDispatcherTest 2014-06-11 10:15:38 +08:00
samuele3hu 2252bc271b Update the KeyCodeTest in the NewEventDispatcherTest 2014-06-11 10:14:24 +08:00
samuele3hu 4ce2d7f193 Update values of KeyCode used in the Lua to fix related error 2014-06-11 10:10:11 +08:00
yangxiao cddad40ec0 make it rotate 2014-06-11 10:01:52 +08:00
andyque b895018765 update parser 2014-06-11 09:35:24 +08:00
Sachin Garg 8ba4c7a083 GLProgram should not abort() if shader compilation fails, returning false will allow app to show custom error message to user (or use other simple shaders if a complicated shader fails to compile on some device). 2014-06-10 17:59:15 +05:30
yangxiao 6d09b50699 animation bug 2014-06-10 19:53:06 +08:00
elsanide 2e73f63156 #5506 bug fix
when Director->convertToUI() called, returned wrong value.

kazmath code (under 3.0 version.)
//********************************************************
kmVec3* kmVec3TransformCoord(kmVec3* pOut, const kmVec3* pV, const kmMat4* pM)
{
 /*
        a = (Vx, Vy, Vz, 1)
        b = (a×M)T
        Out = 1 ⁄ bw(bx, by, bz)
 */

    kmVec4 v;
    kmVec4 inV;
    kmVec4Fill(&inV, pV->x, pV->y, pV->z, 1.0);

    kmVec4Transform(&v, &inV,pM);

 pOut->x = v.x / v.w;
 pOut->y = v.y / v.w;
 pOut->z = v.z / v.w;

 return pOut;
}
//********************************************************

Mat4.h & MathUtil version (3.1 or later)
//********************************************************
inline void MathUtil::transformVec4(const float* m, const float* v, float* dst)
{
    // Handle case where v == dst.
    float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12];
    float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13];
    float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14];
    float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[15];

    dst[0] = x;
    dst[1] = y;
    dst[2] = z;
    dst[3] = w;
}

//****************************************************

Transforms 3-D vector or an array of 3-D vectors using a given matrix, projecting the result back into w = 1.
but, it is not apply w = 1.
2014-06-10 18:15:07 +09:00