Releases
v1.12.8
paroj
released this
26 Jul 11:41
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
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