- Main
- allow reading zip archives from unicode paths
- Compositor - allow setting auto clear colour from script
- deprecate QuadMaterialMap typedef
- deprecate TEX_TYPE_2D_RECT
- deprecate _writeRawConstant(size_t, Real, size_t count)
- fix GpuParameters not being updated if preRender returns false
- make reverse-Z a ConfigOption and check compatibility in GL3Plus
- Pass - setPointSpritesEnabled. Check for RSC_POINT_SPRITES
- properly handle MRT depth attachments
- removed extra unlock, which caused assert failure. (#1273)
- SkyRenderer - correctly apply orientation to SkyBox
- TextureUnitState::setTextureName - do not reset the TextureType
- Added support for 32 bit floating point depth buffer (#1290)
- Provide copy and assign ctors where needed.
- Fixed exit from Matrix3::SingularValueDecomposition when reaching max iteration count
- CMake
- add dotscene plugin and imgui support to feature summary
- enable unicode path support on MSVC by default
- Bites
- ApplicationContext - implement destroying windows
- Input - specify return value and add InputListenerChain
- Overlay
- allow injecting derived Overlay classes
- merge ogre-imgui into Overlay & Bites
- Implemented pixel ratio for HiDPI
- RTSS
- HLSL use SM4 sampling functions if available
- PSSM3 - fix shader generation for depth textures with HLSL
- PSSM3 - fix depth texture, no split with reversed depth with GLSL
- Terrain
- generate SM4 compatible shaders
- fix shadows with reversed-z & depth textures
- Docs
- improve Compositor script documentation
- fix a bunch of doxygen warnings
- Install Linux docs in /usr/share/doc/OGRE
- add reversed depth tutorial
- GL*
- drop unneeded calls to glReadBuffer
- Texture - keep driver default parameters for initial upload to avoid stalls
- GL3+
- allow FBOs with depth and non-depth texture attachments
- Reverse depth buffer implementation for OpenGL3+
- fix leak when a program object is created but one already exists
- GL3+/ GLES2: fix handling of PF_A8 textures & add test
- D3D11 & GL3+: consider reversed-Z for texture compare & texture border
- GL: remove some version checks - we globally require GL 1.5
- GLSupport:
- EGL - fix emscripten build
- EGL - use the standard FSAA name on Emscripten & Android
- GLSLPreprocessor: fixup #elif support + test
- GLSLPreprocessor: use std::forward_list instead of ad-hoc solution
- Android: export viewport scale through getViewPointToPixelScale
- Android - query ANativeWindow instead of EGL for window size
- D3D11
- drop RSC_POINT_SPRITES, which is not supported
- use precise depth format mappings that we have now
- add reversed-Z support
- D3D9 & D3D11: ps_2_x & vs_2_x are not HLSL profiles
- Samples
- add Imgui demo
- introduce HLSL_SM4Support.hlsl to unify Cg/ HLSL4 shaders
- clean up Example_Basic.{cg, hlsl} mess
- Browser - make sure Trays are not tiny on Android
- Context - use isCurrentSamplePaused to make code more readable
- drop Sample::getRequiredRenderSystem
- ShowUV - fix varying matching in GLSL shaders
- SkyBox materials must not use normals - D3D11 is picky here
- SSAO - merge Cg & HLSL post processing shaders
- fix depth shadow caster for HLSL4
- Tests:
- make PlayPen_VertexTexture compatible with D3D11
- fix MinGW build
- PlayPen_DepthShadowMap - add normals to satisfy D3D11