Releases: Tabris05/modelviewer
Releases · Tabris05/modelviewer
Release list
v0.5.0
Changes:
- Added a toggleable bloom post-processing effect
- Added support for
.glbfiles - Fixed not loading the emissive strength parameter properly for models with the
KHR_materials_emissive_strengthextension - New, more effective shadow-acne mitigation
- Reduced memory footprint of HDR textures, improving performance
- Removed far-plane clipping
- Improved depth-buffer precision
- Fixed faulty math in the main lighting shader that would sometimes output
NaN - Fixed faulty logic that would leak resources when a new asset is loaded
v0.4.0
Changes:
- Codebase completely rewritten from the ground up
- New model loading library to improve load times
- Greatly expanded GUI allows loading models/skyboxes during runtime, controlling the angle and color of the directional light, and adjusting the field-of-view and gamma levels
- Greatly optimized CPU-side performance leading to observed fps improvements of up to 250%
- Improved accuracy in lighting calculations to mitigate visual artifacting
- Resizable window
v0.3.1
Changes:
- Added "Specular AA" graphics option. When enabled, TBN matrixes are built in the fragment shader rather than the vertex shader and geometric specular antialiasing is applied to the pbr roughness values. Enabling this option should significantly reduce or entirely eliminate specular aliasing introduced in the PBR and IBL updates.
- Primtive support for emissive materials. Materials that specify emission values will have said emission added to the result of the lighting calculation, making them appear illuminated. However, as the model viewer does not implement any form of bloom, the effect is not yet very convincing. Still, models with emissive materials will look more correct than they did in previous versions.
Known issues:
- I think the shaders are broken on AMD cards again. Idk, I don't really care anymore. Buy a real graphics card poor boy.
v0.3.0
Changelog:
- Changed skybox texture format from six sdr cubemap faces to a single hdr equirectangular projection
- Added Image-based Global Illumination system which uses the current skybox texture to apply indirect lighting to the model
- Lighting calculations will now take into account metalness and roughness values defined at the mesh level
- Corrected some mistakes in the PBR lighting equations
- Removed the Blinn-Phong render path
Note: No skybox texture is supplied with the executable by default. See this section of the main page for more information.
v0.2.2
v0.2.1
Changes:
- In systems with both discrete and integrated graphics cards, the application will now try to force use of the discrete card
- Re-enabled an optimization that had been disabled for troubleshooting and was mistakenly never re-enabled
Known issues:
- Shadow calculations cause heavy artifacting on some AMD drivers
v0.2.0
v0.1.1
Shaders should now compile properly on a wider variety of graphics drivers. Additionally, the renderer now performs a depth pre-pass to cut down on overdraw during fragment shading and in anticipation of SSAO in a future release (for which depth information is required before the lighting pass).