Releases
v1.10.8
paroj
released this
31 Aug 13:59
Main:
Node: store children as vector instead of map to optimize for iteration
allow direct access to children
allow unnamed SceneNodes
add removeAndDestroyChild(SceneNode*)
Frustum: add setMaterial to change appearance of debug display mesh
DistanceLodBoxStrategy: fix LOD computation
add OGRE_USE_STD11
option
use std::shared_ptr
when set
alias OgreAtomic to std::atomic
implement SPFM_NONE
for std::shared_ptr
AtomicScalar: improve compatibility with std::atomic & deprecate old API
STBICodec: disable writing to file on Emscripten
STBICodec: correctly write RGB and BGR formats
Root: allow calling shutdown() manually
SubEntity: de-virtualize all members as it is not meant to be inherited
VertexBufferBinding: devirtualise as it is never inherited from
Added VertexDeclaration::notifyChanged()
deprecations
Image::Box and Image::Rect
RenderSystem::{setVertexDeclaration, setVertexBufferBinding}
OgreAtomicObject
Light: deprecate node-less positioning
SimpleRenderable::setMaterial(String)
RenderSystem::_setWorldMatrices
Swig:
add Java component
typemap output arguments of getFrustumExtents
use anonymous template instantiation to avoid namespace clutter
CMake:
add option to control the node storage
introduce OGRE_THREAD_SUPPORT == 3 option
Fix OGRE_LIB_SUFFIX for upper case build type This fixes the build when using an upper case build type such as "Debug"
fix pdb installation on win32
Overlay: fix destruction sequence of OverlayManager
Bites
AdvancedRenderControls - also handle Profiler and Screenshots
ApplicationContext - allow overriding window name
Android: allow context loss to be signalled through the OgreMain API
OSX:
Add option for NSOpenGLCPSurfaceOrder
createRenderWindow(): "border" on macOS
Fix failed assertion on macOS
add includes for locale_t when using make on macOS
D3D11Texture: Allow freeInternalResources > setWidth/Height > createInternalResources sequence, used by CEGUI, #490
D3D9: Potential fix for OGRE-574 Crash on texture loading on old ATI / AMD card with DirectX9 (non power of 2)
GL*:
do not select packed depth-stencil if stencil is unavailable
drop GLSLProgramCommon::getAttributeIndex
Ignore additional texture usage bits when translating to GL usage
Translate all usage combinations into meaningfull OpenGL usage hints, fixed assert for TU_RENDERTARGET
in GLES3
refactor VertexArrayObject binding to share more code in GLSupport
simplify bindVertexElementToGpu
GLSupport:
refactor createWindow -> parseOptions
unify duplicated removeDuplicates function
validateConfig() is unsupported on all platforms
check that glx extension functions are found (#507 )
Properly set FSAA and gamma setting in OgreGLXWindow when using external GL context
GL3Plus/ GLES2:
finish VertexArrayObject implementation
Infrastructure for creation/binding/destruction VAOs in owning context (VAOs are not shared between contexts)
Create VAOs lazy, recreate on attempt to use in wrong context
Notify VAOs about context destruction, to clear dangling pointer
drop GL*Program::_useProgram API
Use directly GLSurfaceDesc, GLRenderTexture, GLRTTManager; eliminate unused GL*CopyingRTTManager
use fixed AttributeIndex like GL
GL3Plus:
avoid redundant calls to GLSLProgram::activate
move glTransformFeedbackVaryings call to GLSLProgram
StateCacheManager - do not overwrite GL_ELEMENT_ARRAY_BUFFER
GLES2:
Android - invalidate VAOs on context loss
Fixed GLES3 path in GLES2TextureBuffer::download, missing glGetTexImage call to transfer pixels tex=>ppack, glGetTexImage is unavailable in GLES3
Fixed packed depth/stencil format detection in GLES3 mode, don`t clear stencilBuffer var so that it would be eventually bound to pipeline
Fixed usage of glLabelObjectEXT, call it after binding to avoid GL_INVALID_OPERATION on iOS
remove Mali-T628 workaround. Ogre was unmapping the wrong buffer.
update StateCacheManager for VAO usage
Docs:
add profiler tutorial
add sequence diagram for renderOneFrame
high-level-programs - explain basic usage before advanced feats
material-scripts - formatting
move External Texture Sources from manual to tutorials
move High-level-Programs to top-level of manual
umldocs - recreate diagrams using plantuml
VertexElementType - deprecation comment was referencing wrong elem
Samples:
port AndroidJNI to Java bindings
VolumeTex - drop unused variable that conflicted with xtimec.h
HLMS: cubemap - use cubescene instead of huge SaintPetersBasilica
Tests:
add Root::shutdown
regression test
add test for SceneNode::removeAndDestroyAllChildren
PlayPen_ManualLOD: update scene s.t. we actually see the effect of LOD
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