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v1.12.8

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@paroj paroj released this 26 Jul 11:41
· 2477 commits to master since this release
  • Main
    • update ShadowTextureConfig with actually chosen texture format
    • add RSC_TEXTURE_2D_ARRAY and fix array texture detection/ handling
    • add OgreUnifiedShader.h and unify ShadowVolume shaders
    • HighLevelGpuProgram - correctly resolve #include in #include
    • pass native shader version to shaders as e.g. OGRE_HLSL=4
    • ShadowRenderer - improve default caster material for PF_DEPTH use
    • ShadowRenderer - handle dynamically changing RTSS caster materials
    • ASTCCodec - fix typo in validating blockDims
    • deprecate shadow_receiver_*_program_ref
    • document the current lighting and material model
    • fix RENDER_QUEUE_MAX being treated as RENDER_QUEUE_COUNT
    • HardwareBuffer - guard lock usage with runtime asserts
    • MaterialSerializer - escape special chars in material attributes
    • Material - turn isManual notice into warning
    • Pass - hard deprecate setShadow*Program
    • unify and deprecate RenderSystem::_createRenderWindows
    • unify RenderSystem::_createRenderWindow checks & log output
  • RTSS
    • include OgreUnifiedShader.h unconditionally
    • always write GLSL types - will be handled by UnifiedShader defines
    • HLSL - support Shadow & Array samplers
    • PSSM - slightly refactor shader invocation
    • PSSM - use 4 taps for HW PCF too, configurable split count
    • TextureAtlas - GLSLES compatibility
    • unify ShaderLib as GLSL and improve OgreUnifiedShader.h
    • use #include based dependency resolution for GLSLES as well
  • Bites: respect selected monitor, when creating SDL window
  • Overlay: use cmake to download imgui instead of git submodule
  • SWIG: add read access to elements of Matrix4 (#1608)
  • DotSceneLoader: appease unique_ptr destructor when building w/o Terrain
  • Tools: simplify argument parsing & use logError for error reporting
  • Python
    • allow using buffer types instead of raw pointers
    • allow using sequences instead of Vector and ColourValaue
  • D3D11 & D3D9
    • use sane fallback if no "target" is set
    • use sane fallback format for PF_DEPTH*
  • D3D11
    • fix HRESULT formatting in exception description
    • fix wrong d3dcompiler version, when compiled with MinGW 9.3
    • introduce OGRE_CHECK_DX_ERROR macro to reduce boilerplate code
    • PF_DEPTH texture support
    • reversed-depth fixes
  • Docs
    • add citation for Terrain LOD algorithm
    • disable inlining inherited members
    • fix Pass references in ACT_SURFACE_ALPHA_REJECTION_VALUE docstring
    • fix warnings uncovered by doxygen v1.8.17
    • hide friend compounds
    • hide ogre internal defines from function signatures
    • Manual - MeshUpgrades does LOD, not XMLConverter
    • move ComPtr to D3D11 module
    • specify unit of "rotate" in material scripts
    • use named member groups to improve readability
  • Emscripten
    • implement graceful degradation from WebGL2 to WebGL1
    • CMake: precompiled headers do not work on emscripten
  • GL*: use sane fallback format for PF_DEPTH*
  • GLES2
    • enable PF_DEPTH16 with WebGL2
    • ignore GL_OES_vertex_array_object on emscripten
  • GLSupport
    • make __VERSION__ available in preprocessor
    • CPreprocessor: forbid numerical defines
  • Samples
    • Browser - do not add Trays UI to Unit Tests
    • clean up Bumpmapping sample
    • Csharp - add Windows.Forms integration sample
    • Emscripten - add PSSM/shadow_caster material
    • LightShafts - port from Cg to OgreUnifiedShader
    • request PF_DEPTH for shadow mapping, where possible
    • ShaderSystem - fix LayeredBlending controls
  • Tests: clean up TextureShadowsTransparentCaster VTest