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Releases: Tabris05/modelviewer

v0.5.0

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@Tabris05 Tabris05 released this 25 Jul 04:37

Changes:

  • Added a toggleable bloom post-processing effect
  • Added support for .glb files
  • Fixed not loading the emissive strength parameter properly for models with the KHR_materials_emissive_strength extension
  • 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

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@Tabris05 Tabris05 released this 06 Apr 06:24

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

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@Tabris05 Tabris05 released this 14 Feb 06:14

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

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@Tabris05 Tabris05 released this 14 Jan 09:18

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

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@Tabris05 Tabris05 released this 27 Sep 20:11

Fixed a bug that caused heavy artifacting when using the program on a system with an active AMD graphics card.

v0.2.1

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@Tabris05 Tabris05 released this 26 Sep 01:48

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

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@Tabris05 Tabris05 released this 25 Sep 04:52

The directional light source now casts shadows. Additionally, cpu side calls regarding shaders (binding and setting uniform values) have been optimized, which could lead to a significant performance uplift.

v0.1.1

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@Tabris05 Tabris05 released this 10 Sep 04:41

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).

v0.1.0

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@Tabris05 Tabris05 released this 03 Sep 23:15
Initial Commit