github OGRECave/ogre v1.11.3

latest releases: v14.2.3, v14.2.2, V14.2.2...
5 years ago

  • Main
    • unify Vector classes using a template with configurable type
    • Vector - add explicit converting constructor and define Vector2/3i
    • add StringUtil::format and replace various usages of sprintf
    • TextureUnitState: factor out Sampler class
    • RenderSystem: implement _setSampler in all RenderSystems
    • implement "compute" compositor pass
    • Compositor - allow RTSS to pick up render_quad materials
    • factor out ColourBlendState and make it the preferred codepath
    • respect create() returning null as per resourceCollision handler
    • unify Texture::mSurfaceList across RenderSystems
    • ResourceManager - mention resource type in item identity exception
    • CompositorInstance - do not set DepthBufferPool for depth textures
    • GpuProgramParams - drop remains of boolean parameter storage
    • GpuProgramParams - merge int and uint storage
    • refactor GpuProgramParams to avoid duplicate code
    • MurmurHash3 - fix fallthrough warnings
    • PF_DEPTH16 is an integer format
    • PixelFormat - depth formats are accessible nowadays
    • prevent compositor instances from having empty render targets
    • RenderSystem - do not use Textures where load is failing
    • RenderSystem - make W-Buffer a RenderSystemCapability
    • SceneManager::_destroySceneNode - fix segfault in error path
    • slightly clean up compositors code
    • TextureUnitState - reduce verbosity of logged error message
    • unify TextureManager::isHardwareFilteringSupported
    • update Texture::createShaderAccessPoint interface
    • PixelBox - initialize data pointer to avoid invalid memory access
    • adjust shadows extrusion distance for non-uniformly scaled objects that casts non-uniformly scaled shadows
    • Avoid McGuire dark caps generations if angular size of object is too high, causing interpolated points extruded not far enough, and became potentially visible even for well tesselated mesh
    • Script: do not treat single '$' as variables and print var name on error
    • Script: add sampler and sampler_ref to define and reference samplers
    • Script: allow using PF_BYTE_RGB[A] in scripts
    • ScriptCompiler: formatErrorCode - handle CE_OBJECTBASENOTFOUND
    • ScriptCompiler: introduce CE_DEPRECAEDSYMBOL warning level
    • ScriptTranslator: declaring an unsupported GpuProgram is not an error
    • ScriptTranslator: add unknown parameter values to error messages
    • deprecate complex StringConverter::toString for integer types
    • deprecate SceneNode::getAttachedObjectIterator
    • Script: deprecate compare_func keyword
    • RenderSystem - deprecate FFP clip plane API
    • deprecate PixelUtil::getBNFExpressionOfPixelFormats
  • CMake
    • forward CMAKE_FIND_ROOT_PATH so Dependencies see each other
    • use the ZLIB imported target
    • do install dependencies for Emscripten too.
    • fixed OgreTargets to take different configurations into account
    • install DeferredShading resources on android
  • Emscripten
    • use emscripten_set_canvas_element_size (#865)
    • properly handle canvas resize events
    • GLES2: enable glTexStorage for WebGL2
    • GLES2: PRIMITIVE_RESTART_FIXED_INDEX is on unconditionally on WebGL2
  • GL*
    • do not needlessly bind zero texture
    • do not switch back to GL_TEXTURE0 which would prevent state caching
    • fix isHardwareFilteringSupported for floating point textures
    • implement TextureUnitCompareFunction
    • make sure StateCache is fully disabled when not explicitly enabled
  • D3D11 & GL3+: factor out dispatchCompute method
  • D3D11
    • Fixed stencil for texture render targets
    • unify pixelformat fallback path for luminance formats
  • GL3+/ ES2: consistently use PixelUtil::isDepth for depth format checking
  • GL3+ use glSampler objects for backing Ogre::Sampler if possible
  • GLES2: make sure that we use PF_BYTE_RGBA for copyContentsToMemory
  • GL: implement PF_DEPTH16 format for FBOs
  • Terrain: really reduce requirements to GLSL120
  • RTSS
    • fixed shader generation for (additive) illumination passes
    • normal map lighting - port to Sampler & deprecate old style usage
    • SGX_ConstructTBNMatrix - fix binormal direction
  • BSPSceneManager
    • clean up logging to avoid trivial message spam
    • use StringUtil::splitBaseFilename to avoid segfault
  • Cg: exclude mat arrays from definition renaming with glsl profile
  • Docs
    • ResourceLoadingListener: document resourceCollision parameters
    • FileSystemLayer: document getConfigFilePath/ getWritablePath lookup
    • basictutorial1 - clean up cfg files and drop unused media.cfg
    • CompositorScript - improve texture directive description
    • document compare_test and comp_func texture unit properties
    • improve documentation on resource groups
    • manual - improve referencing in Shadows chapter
    • manual - merge MaterialManager docs with API description
    • manual - update "Mesh Tools" section
    • restructure compositor script section
    • RTSS - improve debugging tips
    • update Material formatting & references
    • update Trays tutorial for common pitfalls and up to date API
    • update descriptions of Shadow options
    • update deferred tutorial wording
  • Samples
    • BumpMapping/MultiLight - drop wrong shaders in decal pass
    • BumpMapping - only require GLSL120
    • clean up Fresnel materials - only require GLSL120
    • fix GLSLES BumpMapping shaders
    • Fresnel & CubeMap - use visibility masks instead of listeners
    • simplify Compute Sample using the new compute compositor pass
    • SSAO/Post - let RTSS handle simple shaders
    • Character - use FocusedShadowCameraSetup
    • DynTex - use blitFromMemory to allow pixel format conversion
  • Media
    • Cg - drop arb?p1 profiles and make sure GLSL is used instead
    • Cg - use common DualQuaternion shadow shaders from RTShaderLib
  • Tests
    • test ResourceLoading::CollsionUseExisting
    • modify MaterialSerializer test to still work without RenderSystem

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