Rajawali v1.1.x Release Notes

  • "Bombshell", the next Rajawali version contains some minor changes to the API.

    Anti-Aliasing

    ๐Ÿ‘€ FXAA and Super-sample anti aliasing have been added as post processing options. See the FXAA Post Processing example to see how.

    ๐Ÿ‘ Examples and Support Modules

    ๐Ÿšš The examples application and all support modules such as Android Wear, Vuforia and Cardboard support have been moved to this repository.

    Color Picking

    • Scene.java
      • Added doColorPicking() to isolate color-picking render from normal render() control flow
      • Renamed requestColorPickingTexture() to requestColorPicking()
    • Object3D.java
      • Introduced UNPICKABLE color/index, made it a default value
      • Updated setPickingColor(), removed getPickingColor()
      • Eliminated mIsPickingEnabled, now check for UNPICKABLE
      • Added renderColorPicking() for optimized/independent color-picking rendering of the Object3D and its children (per #1387)
    • ObjectColorPicker.java
      • Updated unregisterObject() to reset picking color to UNPICKABLE
      • Renamed createColorPickingTexture() to pickObject()
      • In pickObject() call to GLES20.glReadPixels(), replaced getDefaultViewportHieght() with getViewportHeight()

    Textures

    Stores texture handles in a hashmap keyed by texture name. This allows reusing textures between materials if the same names are used. An initial attempt to find the locations is made on first compiling a material but if the texture name is not known there (such as for post processing) then it will be cached on the first use.

    Desmurfing

    ๐Ÿšš The old class names that were prefixed with "Rajawali" have been removed. For example, RajawaliRenderer is now just Renderer.

    Textures

    ๐Ÿšš ATexture.setUniformHandle(int) and ATexture.getUniformHandle() have been removed. They were an incomplete implementation and the ownership of these handles has been moved to the Material level, allowing reused of identically named textures across materials as well as helping cache for vertex textures, if available on the device.