Fixed Point Support in libgdx is Gone!

So, the poll said i should get rid of fixed point support in favor of a cleaner implementation. I complied. A couple of tests have been removed and i had to adjust the Mesh class a little. For you this means you will need to check all the Mesh() constructor methods and remove the second parameter which specifies whether to use fixed point vertices or not.

To the one soul that voted against the exclusion of fixed point support: i’m sorry. What was your use case?

In other news: we are rewritting major parts of the backends now. We’ll start by cleaning up the Mesh class and rewrite it completely. After that i’ll go over all Backend implementations of Application, Graphics, Files, Input and Audio and see if i can make those leaner and meaner (Lwjgl will be rewritten completely as it sucks ass, might be true for Jogl as well.). The applet backend will die. Instead there will be a second Application implementation in the jogl and lwjgl backend that implement that functionality. For this we have to change the semantics of FileType.Internal on the desktop as mentioned earlier: it will first search the classpath and then the root directory of the application.

We’ll also remove some clutter methods from sprite batch in favor of the simpler Sprite class.

Lots and lots of work ahead. I will probably not make the end of october release :p You can play around with the nightlies in the meantime if you want. I want to get this right now so i can build upon a clean basis.

Warning: i consider removing the RenderListener interface and instead merge it with Application. Not sure yet, but might happen.

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