Merge branch 'main' into patch-1
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commit
d712a751ac
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@ -25,4 +25,4 @@ To complile to regular desktop Java for quick debugging, using native OpenGL for
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To modify the game's assets repository (javascript/assets.epk), make your changes in lwjgl-runtime/resources/ and use the Eclipse project located in epkcompiler/ to regenerate the assets.epk file and copy it to the Javascript directory.
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To modify the game's assets repository (javascript/assets.epk), make your changes in lwjgl-runtime/resources/ and use the Eclipse project located in epkcompiler/ to regenerate the assets.epk file and copy it to the Javascript directory.
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This project is just a proof of concept to show what can be accomplished by a skilled developer using TeaVM. It is not very fast or stable, and the only real useful portion is the emulator code which creates a makeshift fixed function OpenGL 1.3 context using webgl (based on OpenGL 3.3) operational in the browser. Maybe it can be used to port other games in the future.
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this project is just a proof of concept to show what can be accomplished when using TeaVM to cross compile an existing java program to javascript. It is not very fast or stable, and the only real useful portion is the emulator code which creates a makeshift fixed function OpenGL 1.3 context using webgl (based on OpenGL 3.3) operational in the browser. Maybe it can be used to port other games in the future.
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@ -1114,6 +1114,7 @@ public class EaglerAdapterImpl2 {
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AudioBufferX ret = loadedSoundFiles.get(fileName);
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AudioBufferX ret = loadedSoundFiles.get(fileName);
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if(ret == null) {
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if(ret == null) {
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byte[] file = loadResourceBytes(fileName);
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byte[] file = loadResourceBytes(fileName);
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if(file == null) return null;
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Uint8Array buf = Uint8Array.create(file.length);
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Uint8Array buf = Uint8Array.create(file.length);
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buf.set(file);
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buf.set(file);
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ret = new AudioBufferX(decodeAudioAsync(buf.getBuffer()));
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ret = new AudioBufferX(decodeAudioAsync(buf.getBuffer()));
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