prevent the last copy from being garbage collected.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4156 542714f4-19e9-0310-aa3c-eee0fc999fb1
These are the preferred way to get instances of Boolean, Byte,
Short, Character, Integer, Long, Float, and Double object.
It's always made sense for Boolean objects, and with 1.5 these factory
methods were blessed as the proper way to get instances unless one
absolutely needed a distinct object.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4145 542714f4-19e9-0310-aa3c-eee0fc999fb1
specifically as this doesn't do the right thing for something like 50fps, but
does anyone actually use less than 60?
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4097 542714f4-19e9-0310-aa3c-eee0fc999fb1
avoid referring to Ant classes in the client jars.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4085 542714f4-19e9-0310-aa3c-eee0fc999fb1
space bone transforms only once per mesh per bone (rather than each time
the bone appears in a weight group), low level fiddling. Also changed
the exporters to export everything, regardless of what's selected.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4081 542714f4-19e9-0310-aa3c-eee0fc999fb1
time and store them with the model. For skinned meshes, run through
every frame of every animation as they're compiled in order to find the
bounding volume that encloses every deformation.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4080 542714f4-19e9-0310-aa3c-eee0fc999fb1
locking the transforms and bounds of models whose positions will not
change, skip/postpone updates for models that aren't in view.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4078 542714f4-19e9-0310-aa3c-eee0fc999fb1
multiply normals by the rotation submatrix instead.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4057 542714f4-19e9-0310-aa3c-eee0fc999fb1
functionality, so that they will be visible in the model viewer.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4046 542714f4-19e9-0310-aa3c-eee0fc999fb1
either going to slow the target FPS to 1 (easy) when we're loading models or
disable it entirely except when we want to update the loading marquee (pesky)
once I determine for sure whether or not the 1 FPS method does the trick.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4044 542714f4-19e9-0310-aa3c-eee0fc999fb1
visible and can't rely on the vsync doing it for us.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4039 542714f4-19e9-0310-aa3c-eee0fc999fb1
method to get model nodes anywhere in the hierarchy by name, update
model bounds in SkinMesh after deforming mesh.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4038 542714f4-19e9-0310-aa3c-eee0fc999fb1
display) can adjust to the camera position in their update
methods without being a frame out of date.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3988 542714f4-19e9-0310-aa3c-eee0fc999fb1
the screen. In general the first frame is thrown off by the time it takes to
construct the window (which may be substantial) and the second might take a
while laying it out. After that though, we can smoothly slide things onto the
screen, and so we do.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3942 542714f4-19e9-0310-aa3c-eee0fc999fb1
otherwise, everything under it will inherit the "SKIP" mode,
which bypasses the render queues.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3940 542714f4-19e9-0310-aa3c-eee0fc999fb1