This is an experimental take on the "default filter" system. Each
render Pass has its own "global sampler", initialized to trilinear. The
global sampler will be used by default to sample textures/materials in
shaders. You can set it to a filter mode or a full Sampler object. You
can always send your own Sampler objects to Shaders if you want
per-texture sampler settings. The global sampler is designed to be set a
small number of times per pass instead of on every draw. Basically,
just do Pass:setSampler('nearest') and draw your minecraft world.
This includes the memory allocator and the morgue.
You can't actually write any data to the buffer yet, since we don't have
commands or temp buffers. Temp buffers (scratchpads) are coming soon.
- rm dynamicIndexing and nonUniformIndexing, for now (arrays aren't well
supported)
- rename compressed texture features
- move clip/cull distance to limit instead of feature (limit can be 0)
Notes:
- We can actually use a single Activity.java file for oculus/pico now
- We can unconditionally compile os_android.c on Android
- No need for including extra jars in build system
- Headset rendering is guaranteed synchronous now, no need to ref L
- Add an "android flavor" build setting to differentiate between oculus
and pico devices, since they both use OpenXR.
- Update the pico manifest to reflect their OpenXR sample
- Remove some OpenGL hacks that aren't necessary anymore