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@paroj paroj released this Dec 23, 2019 · 80 commits to master since this release

  • Main
    • Compile Remotery.c as cpp-file
    • Fixed wrong material name in ManualObjectSection
    • InstanceBatch: Initialize frame number in constructor.
    • Revert "OgreResourceBackgroundQueue: disable when OGRE_THREAD_SUPPORT == 3"
    • remaining fixes for OGRE_CONFIG_DOUBLE
    • add converting constructors to Matrix4 and Affine3 + Test
    • AutoParamDataSource - use Vector4f, when float precision is enough
    • Camera - add #ifdef NODELESS_POSITIONING
    • Camera - simplify with nodeless positioning enabled
    • deprecate AtomicScalar
    • deprecate OgreVector2.h, OgreVector3.h and OgreVector4.h
    • fixed inability to properly parse 'import "longQuotedFilename"'
    • further reorder fields to reduce padding
    • GpuProgram - add safePrepare to account for throwing overloads
    • GpuProgram - move reading from file to prepare
    • GpuProgramParams - use typed overloads for Vector4 float & double
    • Lexer - do not repeat the filename in each ScriptToken
    • Light - add #ifdef NODELESS_POSITIONING
    • make sure directional lights are always sorted in front
    • make TransfromBase compatible when T is not Real
    • merge HighLevelGpuProgram::loadHighLevel with GpuProgram::loadImpl
    • move CmdPreprocessorDefines to HighLevelGpuProgram
    • replace in memory spot_shadow_fade.png by on disk .dds file
    • Resource::calculateSize - use sizeof(*this)
    • SceneManager - move destroyShadowTextures to clearScene
    • ScriptCompiler - avoid vector of SharedPtr
    • ScriptCompiler - deprecate unused internal API
    • ScriptCompiler - throw error on invalid import statements
    • ScriptLexer - get rid of Ptr to vector antipattern
    • ScriptLexer - only record lexeme when type is not sufficient
    • ScriptParser - factor out unquoted function
    • ScriptTranslator - unify GpuProgram translation
    • ShadowRenderer - bind shadow texture to correct Pass with RTSS
    • ShadowRenderer - fix spot shadow fade with the RTSS
    • slightly refactor shadowrenderer
    • switch internal HighLevelGpuProgramFactory API to GpuProgram*
    • TextureManager - assert that total texture size is not zero
    • UnifiedHighLevelProgram - allow delegating to low-level programs
    • Node - make getLocalAxes more numerically stable
    • Matrix3 - make several functions inline for re-use and refactor
  • Bites
    • add keypad key support for Dear ImGui.
    • map Dear ImGui to SDL_TEXTINPUT for correct text character processing.
    • Move check for Xaw to Bites.
  • CMake
    • expose OGRE_NODELESS_POSITIONING
    • disable imgui, if it is not found out and add nodeless to summary
    • Make OGRE_BUILD_TESTS depend on Ogre Bites.
    • RTTS - drop separation between core and ext shaders
  • Overlays
    • imgui - correctly handle RGB > BGR conversion for D3D9
    • restore script loading hack to allow re-loading groups
  • RTSS
    • FFPLib - add missing FFP_Transform variant
    • fix linear skinning shaders and replace existing sample by them
    • HarwareSkinning - only include light calculations when needed
    • LinearSkinning - add missing normal transformation
    • make hardware skinning work with GLES3+
    • properly handle uniform arrays of non square matrices
    • Texturing - switch back to inspecting srcPass
    • Texturing - use ACT_TEXTURE_VIEWPROJ_MATRIX for projection matrix
    • use the RTSS to generate Hardware Skinning shadow caster shaders
    • use uint4 for BLENDINDICES for HLSL4 compatibility
  • D3D9/ D3D11: allow background shader compilation in prepare()
  • D3D11
    • HLSL - drop shared_ptr juggling and remove according hack in Main
    • make sure PF_RGB correctly falls back to PF_XRGB instead of RGBA
    • Switched ID3D11DeviceContext::ClearState and ID3D11DeviceContext::Flush as recommend by Microsoft.
  • D3D9: retain monitorIndex of the "Rendering Device" config option
  • GL*
    • delete background contexts before destroying the HBM
    • fix uploading sampler array uniforms
    • Non-square matrices are always row-major in Ogre with no
      conversion, so force off transposition.
  • GL
    • explicitly convert matrices to float for OGRE_CONFIG_DOUBLE
    • fix crash & error due to type mismatch
    • get rid of GLSLGpuProgram and consolidate GLSL code in GLSupport
  • GLSupport
    • add the 'externalGLControl' option to Cocoa render windows
    • factor out common GLWindow class
    • move background context registration to GLRenderSystemCommon
  • Docs: add background resource loading tutorial
    • Basic Tutorial 2 - use additive lighting
    • improve VTF section
    • manual - improve GPU Program documentation
    • Manual - slightly improve Shadows section
    • Manual: document GLSL non-square matrix translation behavior
    • RTSS - add hardware_skinning section
    • update License.md - added pugixml, dropped nedmalloc
  • Samples
    • add clarifying comment when using the ImGuiOverlay() in custom apps (#1333)
    • Do not build demo installer when SampleBrowser is disabled
    • BumpMapping - use HLSL instead of Cg
    • clean up Shadows sample
    • do not build imgui sample, if it is disabled
    • drop obsolete HadwareSkinning materials & shaders
    • enable Fresnel Sample for D3D11 by using HLSL instead of Cg
    • fix depth shadow caster for HLSL4
    • OffsetMapping - finalize cleanup and fix multilight setting
    • OffsetMapping - use HLSL instead of Cg and simplify material
    • Browser - improve UI layout on Mobile
  • Tests
    • PlayPen - port to nodeless positioning by using helper class
    • unify glow shaders
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