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GPUVendor - fix doxygen comments and deprecate old vendors
OgreAny: generate a deprecation warning when using ::destroy()
Build
CMake: print file extensions that codecs are supporting
CMake: replace hardcoded cmake by ${CMAKE_COMMAND}
Install all cmake files in same directory.
Python / Java
OSX - ensure that libc++ is picked
blacklist HardwarePixelBuffer::lock for all Java targets
Android: do not add soname to shared modules
Bites
rename ApplicationContext::setupInput to setWindowGrab and disable it by default
CameraMan - allow camera to go over the top and bottom of target
CameraMan - assert that target is set before using it
CameraMan - use second mouse button for dragging instead of zoom
FileSystemLayer::fileExists is unimplemented on Emscripten
ApplicationContext: forward gamma setting from config to RenderSystem
CgPlugin
do not spam the logs if the program is not supported
fix wrong condition for creating high-level delegates
allow loading on GL3Plus
also take down high level delegate on unload
only dump generated high level source code in debug mode
Terrain
Create materials into proper terrain group.
GLSLES - fix compilation errors in generateFpDynamicShadows
merge GLSL and GLSLES Shader Helpers
Overlay: OverlayElement - allow setting Material by MaterialPtr
RTSS: prefer GLSL to Cg if both are available and enable Cg via GLSL
GLSupport
correctly check SRGB framebuffer support
GLX - HW Gamma was not being correctly requested
isAttributeValid is only used in RenderSystemGL now
small cleanup for GLSLProgramCommon
OSX - CocoaWindow: honor "hidden" window creation param, otherwise NSPersistentUIRestorationSupport could start tweaking visibility behind our back
iOS - Support scenario when 3D view is created and pre-rendered while not yet inserted into the window, and then added to view hierarchy with animation
GL*
fix shader reloading by correctly destroying associated programs
GLSLProgramManagerCommon - unify mPrograms in GLSupport
TextureBuffer - pass parent pointer instead of individual params
TextureBuffer - use computed size & format instead of querying GL
TextureBuffer - use hardware scaling also for luminance formats
blitFromMemory - use normal Texture class for HW trilinear scaling
blitFromTexture - use normal Texture class for tempTex
GL3+/ GLES2: Do not delete mGLProgramHandle twice
GL3+/ GLES2: use getNumVertexAttributes
GL3Plus
correctly reset linked status on unload
GL3PlusDepthBuffer: add missing break
merge separable and monolithic program managers
Texture - store queried origin format
GLES2:
Emscripten - do not use GLES3 features that are drafts in WebGL2
Emscripten - properly zero init FBORenderTexture::mProps
fix shader reloading by correctly destroying associated programs
merge pipeline and link program managers
switch to tight attribute layout when we have less then 16 vattrs
GL
GLSLLinkProgram shadows the mUniformRefsBuilt of GLSLProgramCommon
fixed GLSLLinkProgram::isAttributeValid() - support for legacy built in vertex attributes like gl_Vertex, gl_Normal etc.
Samples
Character - make scrolling cause a noticeable camera change
Emscripten - update to new Bites API
move addTextureDebugOverlay to SdkSample for shadow debugging
use Orbit camera in samples where it is applicable
Avoid collision with "uint" on older compilers.
Tests
add HardwareScaleBlit test
enable Cg only tests for GL3+ using Cg-GLSL profile