v0.3
I would describe v0.3 as the platform compatability update! This big update has been a lot of work, but brings in initial support for Oculus Quest 1 & 2 on Android, as well as Linux! This meant a complete overhaul of the graphics pipeline, and even resulted in the development of a new single-header cross platform graphics library, sk_gpu.h!
Additions
- Oculus Quest 1 & 2 support, see the upcoming cross platform template for how to deploy to it.
- Linux support, many thanks to contributions from @technobaboo @slitcch and @Turtle1331 that made this possible!
- Added a World static class that tracks play space boundaries, and conversions from UWP spatial data types. See the new WorldMesh demo for how to use this.
- Eye tracking, for hardware that supports it.
- Added MaterialBuffer for setting global shader parameters.
- Added DepthWrite, DepthTest, Transparency.Add, and Shader setter to Materials along with getters for most properties, with new docs and samples related to Materials coming soon.
- PBR Material re-write, simpler, better, faster.
- Added Default.MaterialPBR and Default.MaterialUnlit
- GLTF Models will load the most appropriate default material based on GLTF material parameters.
- Added a V class for shorthand Vector helpers.
- Three new small demos, Physically Based Rendering, Eyes, and WorldMesh.
- More explicit identification of Linear vs. Gamma colors.
Changes
- The StereoKitApp class is now SK, and the initialization flow has been re-worked to better accomodate Android.
- C# math types (Vec/Matrix/Quat etc.) are now based on System.Numerics, allowing for easier interop with other libraries.
- Shader meta syntax has been changed, additional details about this will be in an upcoming guide, see the builtin shaders for now.
- Instanced rendering pattern changed, and now renders more than 2x the previous number of instances at once.
- Removed direct Leap support in favor of Leap's OpenXR layer.
There's a lot more, but I'll say these are most of the big items! This update has been in the works for 8 months, and you can see all the changes over in this commit :)
Install
Installation is via Visual Studio templates and NuGet, please refer here for instructions!
https://stereokit.net/Pages/Guides/Getting-Started.html