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Physicseditor libgdx
Physicseditor libgdx










  1. Physicseditor libgdx how to#
  2. Physicseditor libgdx update#

Then call tOpenGLEmulation(GLEmulation.ANGLE_GLES20, 0, 0) on your Lwjgl3ApplicationConfiguration instance before creating your Lwjgl3Application. To use it, add the gdx-lwjgl3-angle extension to your gdx-lwjgl3 desktop project. It emulates OpenGL ES 2.0 through DirectX (Windows), desktop OpenGL (Linux), and Metal (macOS) and may become the preferred method of rendering on macOS if Apple removes OpenGL support entirely. Mario also recently added a LWJG元 ANGLE extension.

  • The AL_DIRECT_CHANNELS_SOFT option is now enabled by default for Sounds and AudioDevices as well see #6527.
  • physicseditor libgdx

  • Issues with LWJGL 3 and borderless fullscreen were resolved.
  • LWJG元Net#openURI does now work on macOS & JDK >= 16 we also added a fallback to xdg-open on Linux if Desktop.BROWSE is unavailable.
  • Please note that Lwjgl3ApplicationConfiguration#useOpenG元 was replaced by #setOpenGLEmulation.
  • physicseditor libgdx

    Incompatible because this component declares a component compatible with Java 8 and the consumer needed a component compatible with Java 7 Variant 'apiElements' capability :gdx-backend-lwjgl3:1.11.0 declares an API of a library, packaged as a jar, and its dependencies declared externally: The consumer was configured to find an API of a library compatible with Java 7, preferably in the form of class files, and its dependencies declared externally but: > No matching variant of :gdx-backend-lwjgl3:1.11.0 was found. > Could not resolve :gdx-backend-lwjgl3:1.11.0. > Could not resolve all files for configuration ':desktop:compileClasspath'.

    Physicseditor libgdx update#

    In addition, legacy LWJGL 3 projects must update their sourceCompatibility to 1.8 or higher! Otherwise an error similar to the one below will appear:Įxecution failed for task ':desktop:compileJava'. For more information, take a look at #6772. See AwtTestLWJGL in gdx-tests-lwjgl3 for an example.

    physicseditor libgdx

    Moreover, you no longer need to pass the -XstartOnFirstThread argument when starting a LWJGL 3 app on macOS. If you add it as a dependency to your desktop project ( api ":gdx-lwjgl3-glfw-awt-macos:$gdxVersion"), LWJGL 3/libGDX must no longer run on the main thread in macOS, which allows AWT to work in parallel, i.e.

    Physicseditor libgdx how to#

    Check out the Status Report to see how to update your projects, if you haven’t already! We also updated from LWJGL 3.2.3 to 3.3.1, which adds the long awaited M1 Mac support!Īnother cool new feature is the gdx-lwjgl3-glfw-awt-macos extension. This ensures continued support for newer hardware and JVMs and includes a few other nifty features. LWJGL 3!Īs announced in Status Report #7, the LWJGL 3 backend is now the default desktop backend. Since our last release a little over a year ago, a great deal of work has been done! libGDX 1.11.0 brings improvements and new features in various areas – take a look below to find out more! If you are upgrading from an older version, be sure to also check out the Ultimate Migration Guide (1.9.10 to 1.10.0). If you are looking for past changelogs, check out this page.












    Physicseditor libgdx