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v0.14.5
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Release 0.14.5
Reversed depth buffer (#45 )
Modify projection matrices for main camera and shadow camera to use zero-to-one convention.
Change clip volume to DirectX convention.
Flip near and far plane for projection.
Clear depth of main camera and shadow camera to zero, as well as border colours of shadow texture / samplers.
Use greater than for depth comparison logic.
Update implementation for depth reconstruction in shader to match up reversed depth logic.
Modify shadow bias to use addition instead of subtraction on the fragment depth.
Add a documentation regarding reversed depth buffer as it is not trivial for developers.
General fixes and improvement
Avoid updating the light direction for directional light (and hence re-render the shadow map) when the sun is invisible (and hence no light).
Add a few flags to STPLightShadow to allow user to mask out shadow map update.
STPSun now calculates the initial sun direction at initialisation.
Clarify some behaviours in STPDirectionalLight.
Refactor deferred lighting shader, view direction is computed outside the loop to avoid repetitive calculation.
Make several colour spectrums to use SRGB format.
Improve the water opacity function to make the edge connecting the terrain smoother.
Refactor STPFile, STPSmartDeviceMemory and STPHashCombine to use namespace instead of class.
Improve GL context robustness.
Enable no error context on release build.
Disable depth and stencil buffer on default framebuffer.
Inline definition for STPNullablePrimitive; declare all functions as noexcept.
Refactor GL objects management class in STPRealism+.
Do not quote a variable with ${} when using it as an if condition for CMake.
Improve documentations for sqlite build script.
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