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Change-Id: Ic0d4ee948f797210f03859618bb521c1cfae6ae9
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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: I4cff9ec6adcd7d00f899bf9b15dd0dc172284065
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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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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: 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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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: I687508dc61c07be76e3170a28d233c0369bc4477
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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>
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Initialize some uninitialized values Change-Id: I99cfa2030880269d3f7b069a56877d921e1e8708 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Change-Id: Ibdb4df980399eb65b238014f040e18b2eeabd5f1
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<Summary> DALi is a rendering engine of NUI and was previously a public interface that can be used by applications, but now it is only used as an internal engine, so most verifications are verified by NUI sample and UTC. This makes it difficult to verify whether it is DALi's own issue or NUI issue. <What> A window sample was added to the DALi-demo so that the APIs provided by DALi can be verified. This patch contains the DALi Window Function function. <Why> Other modules of the existing DALi had samples in the dali-demo, so it was possible to verify the function in the DALi layer, but the window did not have the sample, so it was difficult to verify the DALi window itself. In addition, the Window module itself had a strong dependence on external modules such as Display Server, AppFW, and Sensor FW, so it had no choice but to perform limited verification to the existing UTC. To solve this problem, I am adding the sample. <Plan> Now the patch is only provided with samples for Window Function. We also plan to add function verification for Event or Signal. Change-Id: I415a8795684964a492f1a229f17e129a02903724
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If we use LAYER_UI, z=0 scale can make various bugs. Let we resolve that kind of bugs. Change-Id: Iba39cf09202be3ed30cef8656f8dae2e090eaabd Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Change-Id: I385b31d045a2c0cb377e4b5f9f3991bd4d3870c0
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Change-Id: I065e6331de68119313a0a1f62e268e726f78d97d Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Added "hanging" letters that can pivot about some point Now, the balls interact with the letters, and fire off with a huge impulse periodically to bring some life to the demo! Change-Id: Ieecacc3b27e4e55174cb86d1075c9b1739ae0bc3
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Change-Id: Ic9bd3319cde9152168aa353b728aca6b34593414 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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* changes: Updated chipmunk demo to use Dali physics adaptor Added bullet-physics-demo
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Added dependency on dali-physics-3d for bullet-example Change-Id: Ifaf5dd7dce079549012f25a094473aef2fe0f08a
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Added mechanism to handle optional dependencies Change-Id: Ib24df94c68bb1cca58ff8fbb2be3d32cc5668ed0
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Change-Id: I04963704002e914b4730e69e805ddb057bd012ae Signed-off-by: seungho baek <sbsh.baek@samsung.com>
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Change-Id: I3d78228b0c927e9583e95ed8502eecaaf7f2b58c Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
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Change-Id: I3a03ccc0e410e279061e08ec82a82a071bb87b78
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Change-Id: Id9bd8bc731edf600ba6270fcdb638e0c87f6d32c
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Change-Id: Iea8ee57c49c15cf0f27bf165d6078a6a6f1934a5 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Change-Id: I40d9fb813bbb7f6360bf1bbadcff4b976e9c47bb
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Change-Id: I9bab06497d830d44188ae3f6e9a59ea1a21d3310
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Change-Id: I41979b1877067c85f64444e84bb3ee731305f8fa Signed-off-by: seungho baek <sbsh.baek@samsung.com>
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Change-Id: I3301b57c68ba45d565c9a7065e8f6a3d235bfd9f
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Change-Id: Iec391e8dc081a7f1b732ebcda281c1397fb5aeee
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Change-Id: I4aa9061ee5b4c64e2c8660935132fa9d6eaf593e