github OGRECave/ogre v13.3.0

latest releases: v14.2.6, v14.2.5, v14.2.4...
2 years ago

Highlights

  • GL3+: improved performance by 10% when draw-call bound
  • Codec_Assimp: allow loading glTF2 meshes
  • RTSS: PBR material support
  • Improved Gamepad Support via Bites

What's Changed

  • Main
    • add PF_DEPTH24_STENCIL8
    • add type to GpuParamVariability
    • clarified WorkQueue request type values.
    • clean-up OGRE_ARCH_TYPE detection
    • deprecated RSC::getStencilBufferBitDepth
    • fixed memory usage calculation when cloning material (#2373)
    • Light - use point sized AABB to allow retrieval via SceneQuery
    • LodStrategyManager - forward declare MapIterator
    • log ExternalTextureSource error int ranslator instead of manager
    • Math - use std::log2 for Log2
    • Matrix3 - improve euler conversion documentation
    • Mesh - const correct _notifySkeleton
    • Rectangle2D
      • do not update bbox by default
      • set default positions & minor code cleanup
      • use infinite bbox by default
    • RenderWindow "border" param is not supported on Linux
    • ResourceGroupManager - unload Archive on removeResourceLocation
    • ResourceManager - provide common parseScript implementation
    • SceneManager
      • allow creating before RenderSystem init
      • disable normaliseNormals when there is no FFP
      • do not bind compute programs
      • move renderObjects to QueuedRenderableVisitor
      • we no longer have to re-issue texgen settings
      • modulative shadows - use autoconstants for shadow color
    • SceneNode - improve error message on duplicate object name
    • ScriptCompiler - unify OBJECTALLOCATIONERROR handling
    • ScriptTranslator - catch missing Particle Affectors/ Emitters
    • ShadowRenderer - move material definitons to script
    • simplify StaticGeometry::Region
    • Texture: call ManualResourceLoader as per Resource protocol
  • UnifiedShader
    • add FOG semantic
    • cover precision qualifiers
    • define mod() for HLSL
  • Media: drop unused Vulkan shaders
  • RTSS
    • CookTorrance - allow material level parametrisation
    • fix two-sided lighting on Vulkan
    • GLES - dont force highp precision on all shaders
    • gracefully handle shader compilation error
    • implement metallic-roughness PBR
    • merge FFPLib_Transform.{cg, hlsl}
    • simplify code by moving to shaderlib
  • Bites
    • ApplicationContextSDL - add gamecontrollerdb.txt support
    • ImGuiListener - add Gamepad support
  • CMake
    • clean up macro_log_feature calls
    • fix OpenGL build on OSX
    • rename FeatureSummary.cmake to avoid name clashes
    • treat minsizerel as release
    • Fix plugindir in OGRE pkgconfig files, fix OGRE-PCZ pkgconfig
    • Fix plugins not installed into OGRE_PLUGINS_PATH
    • Android: fix build with gradle 7
  • SWIG
    • sync ignores to deprecations
    • wrap MovableList
    • ImGui
      • enable passing ImTextureID
      • expose ImGuiStyle::Colors
      • set __version__ for Python
  • Assimp
    • apply some fixes to IO to make glTF importer work
    • Fix detection of assimp 5.1, upgrade bundled assimp, remove cmake workaround for CI (#2318)
    • AssimpLoader: optimize for fast loading by default
    • use normal and metal roughness maps if present
  • Terrain: GLSLES - only use highp precision where needed
  • Tools: create dummy skeletons - just as we create dummy materials
  • GL*
    • drop unused GLSLProgramCommon::extractLayoutQualifiers
    • HBL_NO_OVERWRITE does not imply DISCARD & update docs
  • GLSupport
    • EGL - fix restarting thread to GLES
    • GLX - fix selecting maximal supported context version
    • fix compilation on emscripten
  • GL3+
    • avoid conflict between OSX shader patching and UnifiedShader
    • clean up StateCache and unconditionally cache perf critical state
    • notify StateCache of VAO destruction
  • GL3+/ GLES2
    • enforce buffer discard with HBL_DISCARD
    • fix debug labelling of textures
  • GL: replace glew by glad, so we dont pull GLX & WGL any more
  • D3D9/ D3D11/ Cg: take target profile into account when caching shaders
  • D3D11: stop leaking D3D11DepthBuffer (#2357)
  • D3D9: use shared vertex/ fragment textures and deprecate binding_type
  • Metal
    • export metal device name
    • HardwareBuffer - clean up code
    • use PF_DEPTH24_STENCIL8 by default
  • Vulkan
    • Buffer - warn if user hits unimplemented codepath
    • enable RSC_VERTEX_TEXTURE_FETCH
    • export VulkanPlugin for static plugin loading
    • use persistent mapping for HBU_CPU_TO_GPU
  • Docs
    • correct External Texture Sources documentation
    • do not use deprecated *BufferSharedPtr for code appearing in docs
    • drop unused style.css
    • exclude private headers from API reference
    • improve InstanceManager documentation
    • improve particle-system documentation
    • License - better reference for Cuckoo font
    • update 13-Notes
  • Samples
    • add OpenCV ArUco sample
    • simplify ParticleGS Sample
    • Transparancy - check whether OIT is supported
    • Python: fix raw sample
    • Android: migrate to AndroidX

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