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
frames. JME's timer was using a running average: good for calculating
frame rates, bad for updates.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3906 542714f4-19e9-0310-aa3c-eee0fc999fb1
after updateRenderState in the third constructor, so the quad's render
state didn't include the alpha state. I changed it so that
updateRenderState is called in setQuad.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3859 542714f4-19e9-0310-aa3c-eee0fc999fb1
rather than the node containing the quad, which shouldn't really make a
difference.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3858 542714f4-19e9-0310-aa3c-eee0fc999fb1
the fade effect to automatically remove itself when it's done.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3847 542714f4-19e9-0310-aa3c-eee0fc999fb1
hack in that it just fakes an update to the path as if 100 seconds had elapsed,
but that essentially does just what we want and is so simple.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3845 542714f4-19e9-0310-aa3c-eee0fc999fb1
used to easily plug in different methods of smoothly varying a value over time.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3834 542714f4-19e9-0310-aa3c-eee0fc999fb1
anything special for full-screen effects. They will be added to the interface
node and should set their z order to a positive value to render above the UI
and a negative value to render below it. Otherwise we don't really need to
impose a whole lot of structure.
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what. Having tried various tweaks with no success, I finally punted and
changed LineSegmentPath to use computeAxisRotation. I also fixed the
order of cross products in that method and got rid of a redundant cross
product.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3761 542714f4-19e9-0310-aa3c-eee0fc999fb1
intersection of the frustum with the ground plane and restrict that rectangle
to the interior of the desired region.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3756 542714f4-19e9-0310-aa3c-eee0fc999fb1
manipulations pass. It can then ensure that the camera remains within zoom and
pan boundaries and is generally in the right place. It also handles camera
paths, which adjust the camera through the handler. The input handler now has
no camera logic but simply wires up camera manipulations to input mechanisms
which is much cleaner.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3752 542714f4-19e9-0310-aa3c-eee0fc999fb1
camera handling stuff into com.threerings.jme.camera.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3751 542714f4-19e9-0310-aa3c-eee0fc999fb1