Jan 7, 2019
scenery version 0.7.0-beta-1
Pre-release

@skalarproduktraum skalarproduktraum released this Oct 17, 2018 · 229 commits to master since this release

Bugfix release

  • VulkanRenderer/OpenGLRenderer: Revamp and improve handling of renderers when embedded in JavaFX panels (SceneryPanel)
  • Volume: circumvent race condition when updating volumes with improved locking code
  • VulkanRenderer/OpenGLRenderer: initialize spirvcrossj statically (once-per-process)

For full details, see the CHANGELOG.

Assets 2
Pre-release

@skalarproduktraum skalarproduktraum released this Oct 9, 2018 · 246 commits to master since this release

Bugfix release

  • Volume: Fixes normalisation for all volume rendering methods
  • REPL: Fixes a typo in the startup script

For a full list of changes, see the CHANGELOG.

Assets 2
Pre-release

@skalarproduktraum skalarproduktraum released this Oct 4, 2018 · 252 commits to master since this release

Release Highlights

  • introduces on-the-fly switchable renderers
  • adds HBAO as default ambient occlusion algorithm
  • Breaking change: This Release changes the way shaders are handled by Nodes. It removes Node.useClassDerivedShader and replaces it with a unified and more flexible system that also allows for shader factories. See Shaders and ShaderFactory (#203)

For full details, please refer to the CHANGELOG.

Assets 2
Pre-release

@skalarproduktraum skalarproduktraum released this Sep 7, 2018 · 288 commits to master since this release

Release highlights

  • introduces a whole new, much more flexible shader architecture (breaking change)
  • introduces multiple rendering options to Volume (max projection, local max projection, alpha blending)

For full details, see the CHANGELOG.

Assets 2
Pre-release

@skalarproduktraum skalarproduktraum released this Jul 20, 2018 · 391 commits to master since this release

Bugfix release

  • Fixes double-click and scroll event handling for running with JavaFX.
Assets 2
Pre-release

@skalarproduktraum skalarproduktraum released this Jul 11, 2018 · 397 commits to master since this release

Release highlights

  • VulkanRenderer: uses buffer pooling now, with vertex buffers allocated centrally, and then sub-allocated to scene objects (#199)
  • Volume: use volumetric data as normalised data, and hand data ranges to the shader, instead of using it as unnormalised data, which is not as well supported
  • Introduces Renderable/Node.renderScale for global scales, such as coming from physical dimensions of volumes.

For full details, see the CHANGELOG.

Assets 2
Pre-release

@skalarproduktraum skalarproduktraum released this Jun 22, 2018 · 506 commits to master since this release

Release Highlights

  • Push Rendering Mode: Render only when the scene changes or an input event is received
  • Font caching: Calculated per-font signed distance fields are cached to ~/.scenery/sdf-cache and loaded on the next request
  • VulkanRenderer: truly headless mode without any windows surfaces being created

See the CHANGELOG for a full list of additions, changes, and fixes.

Assets 2
Pre-release

@skalarproduktraum skalarproduktraum released this Jun 18, 2018 · 582 commits to master since this release

See the CHANGELOG for a full list of additions, changes, and fixes.

Assets 2
Pre-release

@skalarproduktraum skalarproduktraum released this Jun 5, 2018 · 629 commits to master since this release

Additions and Changes

  • Volume: use pre-multiplied alpha when rendering volumes
  • Volume: lazily deallocate out-of-use volumes
  • REPL: generate JVM overloads for constructor
  • Renderer: better error messages in case no renderer could be constructed
  • VulkanRenderer: use regular UBOs for LightParameters and VRParameters
  • VulkanDevice: introduce device/driver-specific workarounds and warnings
  • DSSDO: Use zero samples for the moment (algorithm will be changed to HBAO or SAO in an upcoming release)

Fixes

  • Volume: improved check for near plane before discarding rays
  • OpenGLRenderer: when loading textures, adjust GL_UNPACK_ALIGNMENT if texture would need to be padded
Assets 2