Releases: OGRECave/ogre
Releases · OGRECave/ogre
v13.3.4
- Dependencies: update zlib to 1.2.12 due to CVE-2018-25032
- Docs: minor fixes
v13.3.3
What's Changed
- Main
- add plugin path separator on OSX too
- Animation - correctly compute time index when time == end
- apply cosmetic changes suggested by PVS-Studio
- fix bugs detected by PVS-Studio
- move shadow material initialisation to ShadowRenderer
- SkyBox - construct box using a triangle strip
- TextureUnitState - assert that sampler is valid
- Root - allow calling openFileStream without a Root instance
- InstanceBatchHW_VTF - assert that maxUsableWidth is correct
- CMake
- Dependencies: fix assimp in debug builds
- Dependencies - use CONFIG mode for Qt according to CMP0086
- set CMP0086 to NEW, as we dont rely on that
- fix exported OGRE_PLUGIN_DIR
- RTSS
- normal_map - verify that referenced sampler exists & update docs
- Delete default program processors
- GL: allow geometry shaders via GL3.2 instead of EXT_geometry_shader4
- Csharp: check for compiler presence on Linux
- Docs
- fix typos and merge text
- LiSPSM - properly reference the papers
- Samples
- fix samples not loading on OSX
- OpenCV - fix background being drawn on top
v13.3.2
What's Changed
- Main
- Material - add clone overload to correctly resolve char* parameter
- Material - assert correct Listener behaviour in getBestTechnique
- Material - slightly clean up clearBestTechniqueList
- Material/ Technique - use macro to forward function calls to Pass
- RenderQueue - simplify logic & early out in processVisibleObject
- ShadowRenderer - correctly handle unsorted transparent casters
- ShadowRenderer - do not require dummy empty lightList
- CMake: resources.cfg - remove no longer used resource location
- Bites: also scale button events on OSX
- RTSS: PSSM3 - use projective space splits to allow reversed-Z
- Vulkan: implement Reversed Depth mode
- Docs: Pass - clarify when light clip planes are available
- Samples
- Browser - skip samples.cfg on static builds
- fix Samples/ Tests exports
- Tests
- PlayPen - do not modify global material in LightClipTests
- TestContext - get rid of plugin architecture/ tests.cfg
v13.3.1
What's Changed
- CMake: respect OGRE_BIN_DIRECTORY for plugins on Windows
- Docs
- Add some more information on Shadow Mapping and some minor style corrections
- scripts - add API samples for GpuProgram, Compositor and RTSS
- Samples/ Docs: Shadows - modernize depth shadows sample
- Tests: update gtest download URL
v13.3.0
Highlights
- GL3+: improved performance by 10% when draw-call bound
- Codec_Assimp: allow loading glTF2 meshes
- RTSS: PBR material support
- Improved Gamepad Support via Bites
What's Changed
- Main
- add PF_DEPTH24_STENCIL8
- add type to GpuParamVariability
- clarified WorkQueue request type values.
- clean-up OGRE_ARCH_TYPE detection
- deprecated RSC::getStencilBufferBitDepth
- fixed memory usage calculation when cloning material (#2373)
- Light - use point sized AABB to allow retrieval via SceneQuery
- LodStrategyManager - forward declare MapIterator
- log ExternalTextureSource error int ranslator instead of manager
- Math - use std::log2 for Log2
- Matrix3 - improve euler conversion documentation
- Mesh - const correct _notifySkeleton
- Rectangle2D
- do not update bbox by default
- set default positions & minor code cleanup
- use infinite bbox by default
- RenderWindow "border" param is not supported on Linux
- ResourceGroupManager - unload Archive on removeResourceLocation
- ResourceManager - provide common parseScript implementation
- SceneManager
- allow creating before RenderSystem init
- disable normaliseNormals when there is no FFP
- do not bind compute programs
- move renderObjects to QueuedRenderableVisitor
- we no longer have to re-issue texgen settings
- modulative shadows - use autoconstants for shadow color
- SceneNode - improve error message on duplicate object name
- ScriptCompiler - unify OBJECTALLOCATIONERROR handling
- ScriptTranslator - catch missing Particle Affectors/ Emitters
- ShadowRenderer - move material definitons to script
- simplify StaticGeometry::Region
- Texture: call ManualResourceLoader as per Resource protocol
- UnifiedShader
- add FOG semantic
- cover precision qualifiers
- define mod() for HLSL
- Media: drop unused Vulkan shaders
- RTSS
- CookTorrance - allow material level parametrisation
- fix two-sided lighting on Vulkan
- GLES - dont force highp precision on all shaders
- gracefully handle shader compilation error
- implement metallic-roughness PBR
- merge FFPLib_Transform.{cg, hlsl}
- simplify code by moving to shaderlib
- Bites
- ApplicationContextSDL - add gamecontrollerdb.txt support
- ImGuiListener - add Gamepad support
- CMake
- clean up macro_log_feature calls
- fix OpenGL build on OSX
- rename FeatureSummary.cmake to avoid name clashes
- treat minsizerel as release
- Fix plugindir in OGRE pkgconfig files, fix OGRE-PCZ pkgconfig
- Fix plugins not installed into OGRE_PLUGINS_PATH
- Android: fix build with gradle 7
- SWIG
- sync ignores to deprecations
- wrap MovableList
- ImGui
- enable passing ImTextureID
- expose ImGuiStyle::Colors
- set
__version__
for Python
- Assimp
- apply some fixes to IO to make glTF importer work
- Fix detection of assimp 5.1, upgrade bundled assimp, remove cmake workaround for CI (#2318)
- AssimpLoader: optimize for fast loading by default
- use normal and metal roughness maps if present
- Terrain: GLSLES - only use highp precision where needed
- Tools: create dummy skeletons - just as we create dummy materials
- GL*
- drop unused GLSLProgramCommon::extractLayoutQualifiers
- HBL_NO_OVERWRITE does not imply DISCARD & update docs
- GLSupport
- EGL - fix restarting thread to GLES
- GLX - fix selecting maximal supported context version
- fix compilation on emscripten
- GL3+
- avoid conflict between OSX shader patching and UnifiedShader
- clean up StateCache and unconditionally cache perf critical state
- notify StateCache of VAO destruction
- GL3+/ GLES2
- enforce buffer discard with HBL_DISCARD
- fix debug labelling of textures
- GL: replace glew by glad, so we dont pull GLX & WGL any more
- D3D9/ D3D11/ Cg: take target profile into account when caching shaders
- D3D11: stop leaking D3D11DepthBuffer (#2357)
- D3D9: use shared vertex/ fragment textures and deprecate binding_type
- Metal
- export metal device name
- HardwareBuffer - clean up code
- use PF_DEPTH24_STENCIL8 by default
- Vulkan
- Buffer - warn if user hits unimplemented codepath
- enable RSC_VERTEX_TEXTURE_FETCH
- export VulkanPlugin for static plugin loading
- use persistent mapping for HBU_CPU_TO_GPU
- Docs
- correct External Texture Sources documentation
- do not use deprecated *BufferSharedPtr for code appearing in docs
- drop unused style.css
- exclude private headers from API reference
- improve InstanceManager documentation
- improve particle-system documentation
- License - better reference for Cuckoo font
- update 13-Notes
- Samples
- add OpenCV ArUco sample
- simplify ParticleGS Sample
- Transparancy - check whether OIT is supported
- Python: fix raw sample
- Android: migrate to AndroidX
Development is funded by your contributions
If your company uses Ogre, consider supporting its development in return:
v13.2.4
v13.2.3
v13.2.2
What's Changed
- Main
- PixelFormat - use red channel when packing PF_A8 to match OpenGL
- SceneManager - drop redundant calls to _setPolygonMode
- ScriptTranslator - fix constant parameter parsing
- shadow caster material should never receive shadows
- Ogre.h - include OgreUnifiedHighLevelGpuProgram.h
- CMake: clean up GL linking
- Overlay: BorderRenderable - correctly follow parent PolygonModeOverride
- GLSupport
- clean-up VideoModes handling
- Win32 - factor out switchMode
- D3D9: Texture - fix generation of Cube mipmaps
- Vulkan
- add swizzling for PF_A8
- enable PF_DEPTH32
- Texture - fix mipmap generation for layerd textures
- Docs
- add fedora setup instructions (#2301)
- improve SceneQuery documentation
- Instancing - use real code snippets
- Samples
- Instancing - drop unused invShadowMapSize
- VTFInstancing - clean up HLSL shaders
- Tests: fix PlayPen_Distortion
Development is funded by your contributions
If your company uses Ogre, consider supporting its development in return:
v13.2.1
What's Changed
Highlight: PF_DEPTH support in D3D9
- Main
- Texture - fix loadImage after loadingstate changes
- fixed build on old macOS
- GLSupport
- factor out common GLX & EGL X11-code
- fix potential crash in EGLDisplay exception path
- D3D11: allow PF_DEPTH as part of a MRT
- GLES2: fix HardwareBuffer::readData
- D3D9
- add PF_DEPTH16 support via INTZ
- do not call D3DXCheckTextureRequirements twice
- Texture - streamline format selection
- Samples: Compositors - use UnifiedShader for DOF on HLSL
Development is funded by your contributions
If your company uses Ogre, consider supporting its development in return:
v13.2.0
What's Changed
Highlight: Vulkan RenderSystem added
- Main
- Frustum - deprecate getProjectionMatrixRS
- Mesh - drop mSkeletonName as it always matches mSkeleton
- RenderSystemCapabilities - deprecate int&bool programConstantCount
- RenderSystem - hard deprecate old StencilState API
- ResourceGroupManager - move error checking to getResourceGroup
- SceneManager - better GPU profiler grouping
- ScriptTranslator - deprecate cull_software
- ScriptTranslator - streamline parameter type parsing
- ShadowRenderer - load spot_shadow_fade.dds ahead of time
- Texture - ensure listeners are notified for manual textures too
- TextureUnitState - drop reference to managed textures on unload
- GpuProgramParams - dbg assert we dont write out of bounds
- update zip/ miniz to 2.2.0
- Use safe idiom for math constants.
- allow instanced rendering w/o an instance buffer
- Fix FTBFS on GCC 11
- Media: drop obsolete HLMS shaders
- remove windows defines from cross-platform code
- Bites
- ApplicationContext - add method to query the current DPI
- Trays - disable transparent sorting to improve batching
- UnifiedShader
- add OGRE_UNIFORMS macro to toggle UBO usage
- add row_major for Vulkan
- correctly guard Vulkan specific macros
- fix availability of semantic aliases
- map ivecN to HLSL
- add all TEXCOORDn defines
- RTSS
- allow targeting glslang
- further refactor parameter writing
- GLSL - enable binding samplers in shaders via UnifiedShader
- GLSL - let UnifiedShader take care of gl_FragColor differences
- GLSL - use separate program linkage when available
- GLSL - Vulkan is strict regarding vertex attribute type
- GLSL - we can safely use custom attribs for VES_COLOUR everywhere
- GLSL - write params as UBOs when using SPIRV
- GLSL - write uniform location when possible
- merge GLSLESProgramProcessor into GLSLProgramProcessor
- ProgramManager - use writer language as cache-file extension
- refactor ProgramProcessor registration
- refactor ProgramWriter registration
- update ShadowPCF4 for Vulkan
- use UnifiedShader sampler declarations with all ProgramWriters
- write semantics with GLSL too - to be used as attribute locations
- Overlay
- fix missing bits for HiDPI support
- Font - disable transparent sorting to improve batching
- ImGui - use Vulkan friendly buffer management
- revert our changes to utf8_decode that broke it
- update imgui to 1.85
- Terrain
- avoid interrupting rendering for Vulkan compatibility
- GLSL - add Vulkan support
- use texture unit count instead of shader language as heurstic
- GLSLang
- correctly read alignment of UBOs
- do not register if SPIRV is not supported
- SPIRV-Tools dependancy is superfluous
- UBO - fix wrong size and disable logical indexing
- do not pad 1-element uniforms as per std140
- use latest GLSL version to get all features
- Vulkan
- add new RenderSystem based on ogre-next version
- currently classified as BETA
- D3D*: drop unused createInternalResources overload
- D3D11
- allow using debug markers, regardless of Ogre instrumentation
- HLSLProgram - destroy default buffer on unload
- D3D9
- HLSLProgram - set correct bufferSize when reading microcode
- stop counting constants twice for parameter buffer size
- GL*
- drop superflous GLHardwarePixelBuffer indirection
- RTT Preferred Mode is legacy GL specific
- allow PF_DEPTH MRT on GL & GLES2 + small fix for GL3+
- GL3+
- allow binding samplers in shader
- use BaseVertex variants for vertexStart instead of trashing VAO
- Metal
- drop superflous code-paths
- finish DepthBuffer support
- simplify uniform index offset handling
- fix wrong VES_TANGENT location
- Docs
- BuildingOgre - add Vulkan requirements
- BuildingOgre - update dependancy list
- improve cmake part of bootstrap tutorial
- improve instancing section
- Manual - rework hardware buffers section
- Manual - adapt some pages for new theme
- move library descriptions from Tutorial1 to Setup
- use doxygen awesome theme for readability & mobile support
- add Metal and Vulkan to modules and remove GLSupport
- Samples
- Browser - fix drawing of Thumbnails
- Browser: scale overlay on HiDPI displays
- Instancing - drop check for specific shader languages
- LightShafts - update for Vulkan
- PBR - update for Vulkan
- Skinning - make sure we query the correct scheme
- TextureArray - update for Vulkan
- use UnifiedShader for B&W compositor to get Vulkan support
- Fresnel - port to UnifiedShader for Vulkan support
- implement DoF compositor
- ShaderSystem - move InstancedViewports code to that SRS
- Tests
- update gtest to 1.10
- BillboardText - use non-ascii pangram to test utf8 decoding
Development is funded by your contributions
If your company uses Ogre, consider supporting its development in return: