New test where the user can drag a body around the world by grabbing
and dragging.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 77585
This is the method necessary to synchronize Wayland and Evas rendering, similar
to vblank sync that is used in X11. This solves the Wayland SHM render issues
(tearing effect) without the need to add double buffering to the engine.
In a near future, the SHM implementation will feature double (or triple)
buffering and this syncrhonization mechanism will be changed to be optional.
Patch based on the work started by Robert Bradford on ticket #1280http://trac.enlightenment.org/e/ticket/1280
Signed-off-by: Eduardo Lima (Etrunko) <eduardo.lima@intel.com>
SVN revision: 77580
EVAS_GL_API_DEBUG=1 and when it is set, all the GL calls will check
if make_current has been properly called. Also, it'll check if all
the GL calls are called within the Pixel Getter function for Direct
Rendering option.
SVN revision: 77522
Simulate 600 small balls.
Ok, it's not so huge, but I've tested to add a sleep on step simulation
on bullet. Things looks to be working just fine.
SVN revision: 77470
This patch introduces the cloth support. Auxiliary API's for setting
full anchors, cloth nodes anchors and so on is also introduced. Few
other issues concerning soft body and cloth transform, has been worked
to fit the cloth support needs.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 77467
This patch introduces support for multi point deformation mapping,
it's wrapped with an evas smart object to handle multiple slices.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 77466
Using material_set it will be easier to set density, friction
and restitution to a body, simulating properties of the selected
material.
SVN revision: 77462
Use a mainloop thread and one thread per world dedicated to simulation.
It's using ecore threads, out of the pool.
For now there are still some locks when trying to change physics
elements properties while a simulation is going on, but soon it will
have a queue of properties to be applied after a simulation step, so
it won't lock.
SVN revision: 77455
This patch makes sure the overlap filter callback instance is removed
on world removal.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 77454
I did not do changelog, news or backport here as it has zero effect on the
functionality. Just makes the code easier to udnerstand and read. If you think
it needs to be done neverless howl and let me know what you actually want in
it. :)
SVN revision: 77441