github playcanvas/engine v0.207.0

latest releases: v1.71.5, v1.71.4, v1.71.3...
7 years ago

WebGL 2.0

Added WebGL 2.0 initial support, which is enabled by default on platforms which support WebGL 2.0 (stats: http://webglstats.com/webgl2)
Engine is fully backwards compatible to WebGL 1.0, although some cases with custom shaders might get affected due to new keywords being added and some keywords been renamed in GLSL 3.0. Shaders that are changed using shader chunks will auto-rename methods to ensure backwards-compatibility between both WebGL versions.

Renamed built-in functions:

texture2D, textureCube > texture
texture2DProj > textureProj

Standarized extensions as built-in functions:

dFdx, dFdy, fwidth

Standarized extensions as built-in functions with renaming:

texture2DLodEXT, textureCubeLodEXT > textureLod
texture2DProjLodEXT > textureProjLod
texture2DGradEXT, textureCubeGradEXT > textureGrad
texture2DProjGradEXT > textureProjGrad

List of new GLSL 3.0 keywords that if you used as variable names might lead to compilation errors:

layout, centroid, flat, smooth, switch, case, default, mat2x2, mat2x3, mat2x4, mat3x2, mat3x3,
mat3x4, mat4x2, mat4x3, mat4x4, uint, uvec2, uvec3, uvec4, sampler3D, sampler2DShadow,
samplerCubeShadow, sampler2DArray, sampler2DArrayShadow, isampler2D, isampler3D, isamplerCube,
isampler2DArray, usampler2D, usampler3D, usamplerCube, usampler2DArray, coherent, volatile,
restrict, readonly, writeonly, resource, atomic_uint, noperspective, patch, sample, subroutine,
common, partition, active, asm, class, union, enum, typedef, template, this, goto, inline,
noinline, public, static, extern, external, interface, long, short, double, half, fixed,
unsigned, superp, input, output, hvec2, hvec3, hvec4, dvec2, dvec3, dvec4, fvec2, fvec3, fvec4,
sampler3DRect, filter, image1D, image2D, image3D, imageCube, iimage1D, iimage2D, iimage3D,
iimageCube, uimage1D, uimage2D, uimage3D, uimageCube, image1DArray, image2DArray,
iimage1DArray, iimage2DArray, uimage1DArray, uimage2DArray, imageBuffer, iimageBuffer,
uimageBuffer, sampler1D, sampler1DShadow, sampler1DArray, sampler1DArrayShadow, isampler1D,
isampler1DArray, usampler1D, usampler1DArray, sampler2DRect, sampler2DRectShadow,
isampler2DRect, usampler2DRect, samplerBuffer, isamplerBuffer, usamplerBuffer, sampler2DMS,
isampler2DMS, usampler2DMS, sampler2DMSArray, isampler2DMSArray, usampler2DMSArray, sizeof,
cast, namespace, using, sinh, cosh, tanh, asinh, acosh, atanh, trunc, round, roundEven, modf,
isnan, isinf, floatBitsToInt, floatBitsToUint, intBitsToFloat, uintBitsToFloat, packSnorm2x16,
unpackSnorm2x16, packUnorm2x16, unpackUnorm2x16, packHalf2x16, unpackHalf2x16, outerProduct,
transpose, determinant, inverse, textureSize, texelFetch, texelFetchOffset, textureOffset,
textureProjOffset, textureLodOffset, textureGardOffset, textureProjLodOffset,
textureProjGradOffset

Change Log:

  • Added preferWebGl2 option to Application arguments to enforce WebGL 1.0 context over WebGL 2.0
  • Added autoRender and renderNextFrame to Application to allow disabling auto rendering and providing auto-disable toggle (renderNextFrame) so it can be set to true to render next frame once
  • Added WebGL 2.0 new texture formats
  • Pass asset.file as third parameter to assets handler.load so custom handlers can get file object information within handlers implementation (thanks for PR #693 by @aidinabedi)
  • Vec2, Vec3, Vec4, Color, Mat3, Mat4, Quat now accept arays of values as constructor argument (thanks for PR #846 by @aidinabedi)
  • Added pc.OrientedBox which is same as pc.BoundingBox but with rotation
  • Added pc.BoundingBox.intersectsBoundingSphere(sphere) method to check if bounding box intersects with bounding sphere
  • Added pc.BoundingSphere.intersectsBoundingSphere(sphere) method to check if bounding sphere intersects with another bounding sphere
  • Added to /extras/camera orbit-camera input files for mouse & touch, as well as easing to orbit-camera motion
  • Added workaround for WebVR to work in Firefox Nightly
  • Added documentation to events.once method
  • Added shader chunks ensuring backwards compatibility between WebGL 2.0 and 1.0
  • Improved reference for texture options
  • Improved reference for Application.setCanvasResolution
  • More features, fixes and improvements to ongoing 2D API
  • [FIX] orbit-camera to find shortest path on the yaw axis
  • [FIX] clamp particles emitter state texture to prevent particles warping
  • [FIX] typo in rollOffFactor for positional audio
  • [FIX] clear reference to material when destroying mesh, used to prevent GC'ing mesh instance
  • [FIX] auto attribute collection for shader chunks
  • [FIX] stencil properties construction
  • [FIX] shadows update respecting more shadowUpdateMode
  • [FIX] profiler rendering stats
  • [FIX] static light for meshes with more than 65,535 indices
  • [FIX] runtime lightmap blending
  • [FIX] static lights certain behaviours
  • [FIX] ambient was added to runtime lightmaps when there was static lightmap available
  • [FIX] depth render target was always rendering with screen resolution
  • [FIX] receiveShadow was not respected in some scenarios for shader generation
  • [FIX] multi-changes to material could lead to shader of a material not being update

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