OGRE v1.0.1 [Azathoth] 发布

OGRE v1.0.1 [Azathoth] Released

So far the source releases are up, and the tools. Updated versions
of the prebuilt SDKs will be uploaded over the next few days.

Changes since v1.0.0 Final:

  • Support for Cg 1.3

  • ConfigFile no longer crashes on empty parameter values
  • Fix crash when using sharing skeleton instance between entities
  • Shutdown primary rendertarget last, fix for crash on ATI OpenGL
    shutdown when using multiple targets.
  • Fixed shutdown bug when exiting in frameEnded and using software
    skinned entities
  • Fixed shutdown bug when using a Cg-based custom material in
    TerrainSceneManager
  • Tolerate not having loaded a texture to allow people making
    editors to apply materials which have missing resources.

  • Fixed the case of vertex_program in OgreGLGpuProgramManager.cpp
  • Modified --with-platform=GLX to look for X11 headers.
  • Fix display corruption on DDS with custom mipmaps via DevIL (ie
    GL); the custom mipmaps are not loaded yet so just ignore them. D3D9
    unaffected.
  • Fix bug when using colour_op_ex and alpha_op_ex to supply manual
    colour and alpha at the same time in the same texture unit
  • Don't define *any* memory macros if the user doesn't want them
    or we are in release mode
  • Add CEGUI-OGRE.pc.in back into the CEGUIRenderer.

  • Fix bufferering area contention in Zip
  • Fixed particle system so custom render queue id is properly
    passed through to renderer
  • Deal with zero-volume meshes in StaticGeometry
  • Actually use the left and right flags in StringUtil::trim
  • cppunit m4 fix needed for some autotools versions
  • Add Exception::getDescription so that it is possible to get the
    'description' field of the exception without the rest. This is useful
    for printing or logging errors compactly.

  • Make SceneManager::setSkyBox, setSkyPlane and setSkyDome only set
    their respective enabled flags at the end of the function. This makes
    sure that when an exception happens the renderloop will not crash in
    its next iteration.
  • Added missing OgreParticleSystemRenderer.h to
    OgreMain/include/Makefile.am
  • Fixed sysrq key for GLX
  • Fixed GLX screenshot colours
  • Fixed material exporting in Milkshape
  • Back buffer resizing, dedicated depth stencil and lost device /
    destruction fixes for additional swap chains under Direct3D9

  • Added many new shader auto parameters; includes support for
    equivalents of many RenderMonkey parameter bindings
  • Allow usage of external input system (GGI, SDL) with GLX
  • Fixed display of self- or common-oriented billboards that are
    attached to a rotated node
  • Fix for CEGUI renderer under latest Linux nVidia drivers; also
    increases performance of CEGUI rendering
  • XSI mesh and skeletal animation exporter
  • Added a missing vertexbuffer unlock in
    MeshSerializerImpl::writeGeometry.


  • Add explicitly named methods to ConfigFile to resolve ambiguity
    when using defaulted paramters
  • Minor documentation updates
  • Hardware occlusion support fixes
  • Clean up some support for D3D9 buffer lock options
  • Fixed modifiers getting lost on mouseup
  • Frame / input event Listener removal now doesn't invalidate
    iterators anymore

  • Fixed ResourceManager::resourceExists bug which caused it to
    return true when the resource didn't exist.
  • Initialise mAnimController in the TextureUnitState copy
    contructor.
  • Fixed a problem which caused SkeletonInstance::unloadImpl() not
    to be called on destruction.
  • Remove StringConverter downcast warnings from MSVC
  • Fixed a memory leak in BspSceneManager when loading multiple maps
  • Custom DDS mipmaps now work in GL as well as D3D

  • scene_blend now works after D3D9 lost device recovery
  • Potential D3D9 blending state optimisation on some cards
  • Fixed loading of axes.mesh when displaying debug skeletons
  • Specular highlights now look the same in GL as D3D9, and
    secondary vertex colour now works correctly in GL
  • Code::Blocks support and projects added
  • Invisible lights are now properly excluded from shadow
    calculations

  • FSAA support in Win32 OpenGL


More information can be found at the official website.
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