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Change-Id: I2c72a929558beee22b144c3cf631d77e9aff76de
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Change-Id: I0f51252d4430b059a72cad3df6f061bb610c95f1
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Change-Id: I701c8d7d079c3cd15194acf113b72149d7056508
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Change-Id: Id7cdd69fd08c07b6cb9adc173df56172990d2a42
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Change-Id: Ib4b5f150c326c751831ebe4a99adbfdc28a746be
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Change-Id: Ifdb2f77bdea4183f29a58a04ed2ff99b75cd465a
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Change-Id: Ia826d74a727bfb8541d69aa923a1d09c6c80f11c
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Change-Id: I8f6d1b303fa6833b7b15bc29571f72bf57318f77
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Change-Id: Id0187a0901b9489bb5748d15b2baeb2bb81a6921
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Change-Id: I3a303427e6d9be317d501e1ec1abc2a825ed7fd9
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Switch to different mode due to issues with context fighting on some hardware. New env var: UNSAFE_MODE, default: 1 (enabled) - uses UNSAFE_DIRECT_RENDERING backend. This backend automatically disables threading and offscreen rendering. Change-Id: Ide462e95187dd5a2ace505efc5702515a36d8125
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Change-Id: I9e1fe32957ccc4b520b302b6ba8032147431ec3d
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Change-Id: I4cff9ec6adcd7d00f899bf9b15dd0dc172284065
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Change-Id: I8d54200e463507ebab97f6b45b58bc290f466940
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Change-Id: I1378c9fc3046124b62f21f5ab232dedeb23571d3
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Change-Id: I3993de517b85fdd41a824d62309cd06adbf5d430
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Change-Id: I155239b037a66451a30ae8717e186b5815f838f9
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Make more dynamic and interactable SceneView demo. - SetResolution test - FramebufferMultiSamplingLevel test - ScreenExtent result test - Touch / Focus signal test - Materal property change test Change-Id: Ifc8f276b8b5ca6d0f44de538f39adb676fb1f7a7 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Change-Id: I6063f49d2717d36e7dd6d8aa2628c39e1e53d271
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Change-Id: Ie1064ae4bc88dd8d663f83ef37b0955c988b9b45
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Change-Id: I5192dbbb111db29f2790ba556762740c8fba7b54
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Change-Id: Ief29addd79d2579bb88fcdc7be0dd8b80c2dea2e
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Change-Id: I9df22c6794a3a25d945d5be3b36e40aacba32e6d
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Physics bodies created in the same location creates too many collision arbiters when added to the space, and initialization takes too long Solution: ensure that they are positioned separately before adding to the space. Note, if there are so many particles that they overlap, then collision is noticeably slow. Change-Id: I88f8ce970bcceb90b213d0f9999400a4e2134944 Signed-off-by: David Steele <david.steele@samsung.com>
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Change-Id: Ic7d2d1a60fbb746876bb03761c7ab84b5ad2a3a0 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Change-Id: Icfc1abe106993a3c59107ba06be9e0b3ffd660d6
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Added option to execute physics or animation benchmark. Change-Id: I5ecf677cb296e02fecc1fa2287da2141bdbcf191 Signed-off-by: David Steele <david.steele@samsung.com>
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Since we were create new animations every PropertyNotify, and at that time, we iterate whole balls. If event thread time delayed (~= the ball is very much) event callback stacked a lot, and then break the app. To avoid it, we make the number of animations relative with ball + change the animation only if we need, not always. It will reduce the event thread overhead. Change-Id: Ic6da267e827d012c9e68c7d64594596f3617233a Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Change-Id: I01b136cba3098739f1540b91dd1caac38792272b
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When we are running on animation ball, mPhysicsAdaptor don't have body. If then, when we resize the window, it will be asserted Change-Id: I2c71a2b1e845d7257f581fcc41f997794ee78fa5 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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First 30s, runs N balls using Animation & property notification that don't interact, Second 30s, runs N balls using 2D Physics and collisions. N by default is 500, but can be changed on the command line. FPS tracking is automatically switched on for this benchmark (Also changed CMakeLists.txt to be able to work as a subdirectory in a multi-repo build) Change-Id: Iccee1d40650563e3f45e021b4fb3fff871cc393e
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Change-Id: Ic76ca038f8aa3dd3dac34bc0d4747a38a804f5b3
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Change-Id: I687508dc61c07be76e3170a28d233c0369bc4477
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Change-Id: Ic75ef00085d6eac6ff2223cb0f0137bbc9814248
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Change-Id: I2bdf0538300ef88efba7a76a0d9f600830141f33 Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
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Let we make image view encoded image buffer example can test VECTOR_IMAGE type and ANIMATED_VECTOR_IMAGE type. Change-Id: I7cd6485ed7908b12880f6e6b94c5191d54dd9075 Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>