github OGRECave/ogre v1.10.10

latest releases: v14.2.3, v14.2.2, V14.2.2...
6 years ago
  • Main
    • HardwarePixelBuffer: allow easy and efficient full buffer reads/ writes
    • Bugfix: Mesh::destroySubMesh leaks.
    • InstanceManager: Fixed issue with indices.
    • InstanceManager using invalid render operation when all batches removed (#580)
    • do not use BLANKSTRING for initialization and String::empty() checks
    • doxygen: generate a tagfile so external projects can link to us
    • MemoryDataStream: const correct DataStreamPtr constructor
    • PixelBox::getColourAt: const correctness
    • reduce usage of C-level memory functions
    • OgreScriptParser: add missing break (fixes OGRE-585)
    • Compiler warning fixes for Visual Studio 2010 (#571)
    • Specify that constants are ULL.
    • RenderSystemCapabilities is not meant to be inherited from
    • RenderSystemCapabilities: add numVertexAttributes
    • RenderSystemCapabilities: deprecate numWorldMatrices
    • GPUVendor - fix doxygen comments and deprecate old vendors
    • OgreAny: generate a deprecation warning when using ::destroy()
  • Build
    • CMake: print file extensions that codecs are supporting
    • CMake: replace hardcoded cmake by ${CMAKE_COMMAND}
    • Install all cmake files in same directory.
  • Python / Java
    • OSX - ensure that libc++ is picked
    • blacklist HardwarePixelBuffer::lock for all Java targets
    • Android: do not add soname to shared modules
  • Bites
    • rename ApplicationContext::setupInput to setWindowGrab and disable it by default
    • CameraMan - allow camera to go over the top and bottom of target
    • CameraMan - assert that target is set before using it
    • CameraMan - use second mouse button for dragging instead of zoom
    • FileSystemLayer::fileExists is unimplemented on Emscripten
    • ApplicationContext: forward gamma setting from config to RenderSystem
  • CgPlugin
    • do not spam the logs if the program is not supported
    • fix wrong condition for creating high-level delegates
    • allow loading on GL3Plus
    • also take down high level delegate on unload
    • only dump generated high level source code in debug mode
  • Terrain
    • Create materials into proper terrain group.
    • GLSLES - fix compilation errors in generateFpDynamicShadows
    • merge GLSL and GLSLES Shader Helpers
  • Overlay: OverlayElement - allow setting Material by MaterialPtr
  • RTSS: prefer GLSL to Cg if both are available and enable Cg via GLSL
  • GLSupport
    • correctly check SRGB framebuffer support
    • GLX - HW Gamma was not being correctly requested
    • isAttributeValid is only used in RenderSystemGL now
    • small cleanup for GLSLProgramCommon
    • OSX - CocoaWindow: honor "hidden" window creation param, otherwise NSPersistentUIRestorationSupport could start tweaking visibility behind our back
    • iOS - Support scenario when 3D view is created and pre-rendered while not yet inserted into the window, and then added to view hierarchy with animation
  • GL*
    • fix shader reloading by correctly destroying associated programs
    • GLSLProgramManagerCommon - unify mPrograms in GLSupport
    • TextureBuffer - pass parent pointer instead of individual params
    • TextureBuffer - use computed size & format instead of querying GL
    • TextureBuffer - use hardware scaling also for luminance formats
    • blitFromMemory - use normal Texture class for HW trilinear scaling
    • blitFromTexture - use normal Texture class for tempTex
    • GL3+/ GLES2: Do not delete mGLProgramHandle twice
    • GL3+/ GLES2: use getNumVertexAttributes
  • GL3Plus
    • correctly reset linked status on unload
    • GL3PlusDepthBuffer: add missing break
    • merge separable and monolithic program managers
    • Texture - store queried origin format
  • GLES2:
    • Emscripten - do not use GLES3 features that are drafts in WebGL2
    • Emscripten - properly zero init FBORenderTexture::mProps
    • fix shader reloading by correctly destroying associated programs
    • merge pipeline and link program managers
    • switch to tight attribute layout when we have less then 16 vattrs
  • GL
    • GLSLLinkProgram shadows the mUniformRefsBuilt of GLSLProgramCommon
    • fixed GLSLLinkProgram::isAttributeValid() - support for legacy built in vertex attributes like gl_Vertex, gl_Normal etc.
  • Samples
    • Character - make scrolling cause a noticeable camera change
    • Emscripten - update to new Bites API
    • move addTextureDebugOverlay to SdkSample for shadow debugging
    • use Orbit camera in samples where it is applicable
    • Avoid collision with "uint" on older compilers.
  • Tests
    • add HardwareScaleBlit test
    • enable Cg only tests for GL3+ using Cg-GLSL profile

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