This patch introduces a collision filter API. Once a rigid body
has been added to some group it must just collide against rigid
bodies in the same group, if no group has been attribute it's
going to collide against any other body.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74501
This patch introduces a wrapper(EPhysics_Body_Collision) to hold
the collision data(the contact body and collision position).
This data type is used by EPHYSICS_CALLBACK_BODY_COLLISION callback. The
collision detection test is migrated to the new API as well.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74500
This patch fix a compilation warning by _ephysics_world_contact_processed_cb
not returning. Bullet doesn't care about what is returned, so this
is just a compilation warning fix.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74499
This patch introduces calls for setting the body's linear and angular
sleeping thresholds and to set the world's max sleeping time.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74498
Used to just go for the first match in the cache which means it would always
think we only have the wrong size in the cache, and it would just add
new entries all the time.
SVN revision: 74435
Subject: [E-devel] [PATCH]Evas.h comments patch
When reading the comments of 'evas_object_textgrid_update_add' I
noticed
a little cnp err. The enclosed patch is just a suggestion, but the
misleading comment was driving me nuts...
SVN revision: 74331
wayland_egl engine caused by windows being hidden:
From: Rob Bradford <rob@linux.intel.com>
Date: Fri, 13 Jul 2012 19:13:12 +0100
Subject: [PATCH] evas(wayland_egl): Resolve a series of segfaults on
clean-up
The first was that when a window was being hidden the render engine
(e->engine.data.output) was being assigned to NULL (like on an error
path). I
checked other backends and they only free and nullify this pointer on
error
paths. By doing it on a hide it was interfering with cleanup process
for the
object.
This then highlighted a second crash from the derefence of the window
to NULL
when flushing the cache. If the window was hidden this window pointer
would
be NULL.
The third it highlighted was a duplicate call into
evas_gl_common_image_free
and the freeing of the image cache twice. By the time eng_image_free
has been
called the cache has already been freed so we can remove the duplicate
free.
SVN revision: 74330
From: Alex Wu <zhiwen.wu@linux.intel.com>
When calling elm_win_alpha_set(), the global EGLContext object keep
unchanged, but the new EGLSurface object subjects to the new EGLConfig
with changed alpha_size. This makes eng_window_new() failed and hence
free the Render_Engine object (e->engine.data.output) and nullize it.
Next time other objects reference the output, segfault occurs.
In this patch, I give every Evas_GL_Wl_Window object a EGLContext object
and all these EGLContext objects share the same shader program objects.
A new global EGLContext object "share_context" added, which is
responsible for keeping the shared objects alive. e.g. shader program
objects.At the first time succeeded to create a EGLContext, assign it to
the "share_context", and should not destory it in eng_window_free.
The "share_context" will be taken as the 3rd argument when calling
eglCreateContext(), and then updated to the new created EGLContext to
keep the shared gl objects available.
Thanks for devilhorns' review and suggestion.
SVN revision: 74328
The arguments for image_map_draw changed, and these engines were receiving
the wrong data. In the case of gl_cocoa and gl_sdl, the gl_common would
receive a pointer for 'npoints' and would call abort() because npoints
is not 4.
SVN revision: 74321