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@paroj paroj released this Nov 6, 2019 · 10 commits to master since this release

  • Main
    • allow reading zip archives from unicode paths
    • Compositor - allow setting auto clear colour from script
    • deprecate QuadMaterialMap typedef
    • deprecate TEX_TYPE_2D_RECT
    • deprecate _writeRawConstant(size_t, Real, size_t count)
    • fix GpuParameters not being updated if preRender returns false
    • make reverse-Z a ConfigOption and check compatibility in GL3Plus
    • Pass - setPointSpritesEnabled. Check for RSC_POINT_SPRITES
    • properly handle MRT depth attachments
    • removed extra unlock, which caused assert failure. (#1273)
    • SkyRenderer - correctly apply orientation to SkyBox
    • TextureUnitState::setTextureName - do not reset the TextureType
    • Added support for 32 bit floating point depth buffer (#1290)
    • Provide copy and assign ctors where needed.
    • Fixed exit from Matrix3::SingularValueDecomposition when reaching max iteration count
  • CMake
    • add dotscene plugin and imgui support to feature summary
    • enable unicode path support on MSVC by default
  • Bites
    • ApplicationContext - implement destroying windows
    • Input - specify return value and add InputListenerChain
  • Overlay
    • allow injecting derived Overlay classes
    • merge ogre-imgui into Overlay & Bites
    • Implemented pixel ratio for HiDPI
  • RTSS
    • HLSL use SM4 sampling functions if available
    • PSSM3 - fix shader generation for depth textures with HLSL
    • PSSM3 - fix depth texture, no split with reversed depth with GLSL
  • Terrain
    • generate SM4 compatible shaders
    • fix shadows with reversed-z & depth textures
  • Docs
    • improve Compositor script documentation
    • fix a bunch of doxygen warnings
    • Install Linux docs in /usr/share/doc/OGRE
    • add reversed depth tutorial
  • GL*
    • drop unneeded calls to glReadBuffer
    • Texture - keep driver default parameters for initial upload to avoid stalls
  • GL3+
    • allow FBOs with depth and non-depth texture attachments
    • Reverse depth buffer implementation for OpenGL3+
    • fix leak when a program object is created but one already exists
  • GL3+/ GLES2: fix handling of PF_A8 textures & add test
  • D3D11 & GL3+: consider reversed-Z for texture compare & texture border
  • GL: remove some version checks - we globally require GL 1.5
  • GLSupport:
    • EGL - fix emscripten build
    • EGL - use the standard FSAA name on Emscripten & Android
    • GLSLPreprocessor: fixup #elif support + test
    • GLSLPreprocessor: use std::forward_list instead of ad-hoc solution
    • Android: export viewport scale through getViewPointToPixelScale
    • Android - query ANativeWindow instead of EGL for window size
  • D3D11
    • drop RSC_POINT_SPRITES, which is not supported
    • use precise depth format mappings that we have now
    • add reversed-Z support
  • D3D9 & D3D11: ps_2_x & vs_2_x are not HLSL profiles
  • Samples
    • add Imgui demo
    • introduce HLSL_SM4Support.hlsl to unify Cg/ HLSL4 shaders
    • clean up Example_Basic.{cg, hlsl} mess
    • Browser - make sure Trays are not tiny on Android
    • Context - use isCurrentSamplePaused to make code more readable
    • drop Sample::getRequiredRenderSystem
    • ShowUV - fix varying matching in GLSL shaders
    • SkyBox materials must not use normals - D3D11 is picky here
    • SSAO - merge Cg & HLSL post processing shaders
    • fix depth shadow caster for HLSL4
  • Tests:
    • make PlayPen_VertexTexture compatible with D3D11
    • fix MinGW build
    • PlayPen_DepthShadowMap - add normals to satisfy D3D11
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