v2.1.2 Baldur
Codename Baldur
For more information, see the manual
See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
This is a maintenance release
- [macOS] Backport fixes to fix build errors
- Backport fix for linking error on macOS
- Fix PsoCacheHelper creating same entries over and over again
- [GL3+] add support for currentGLContext for macOS
- Fix separate blend mode not working when material was defined by script
- Fix crash in FastArray::insertPOD
- Add num_clip_distances for low level materials
- [GL3+] Do not force-enable Depth Clamp
- Fix false negative/positives caused by frustum culling
- Add NearFarProjection test
- [GL3+] gl_ClipDistance declaration depends on hlms_pso_clip_distances
- [GL3+] Fix visual corruption after deleting depth buffers
- [Metal] More aggressive autoreleasepools (#34)
- Fix build of PVRTC codec
- Remove deprecated 'register' keyword
- Fix Windows' CI script sourcing Dependencies from old Mercurial repo
- Do not generate shadow map code when there are no shadow maps
- Fix typo in getShadowReceiversInPixelShader
- Fix shadows_receive_on_ps being forced to 0
- Significantly increased the max. number of shadow mapped lights
- Prefer HardwareBufferLockGuard solution (#183)
- TangentSpaceCal leaves buffers locked on exception (#183)
- Increase patch version to Ogre 2.1.2
What's Changed
- [GL3+] add support for currentGLContext for macOS by @srmainwaring in #216
Full Changelog: v2.1.1...v2.1.2