- 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