v1.11.3
- Main
- unify Vector classes using a template with configurable type
- Vector - add explicit converting constructor and define Vector2/3i
- add StringUtil::format and replace various usages of sprintf
- TextureUnitState: factor out Sampler class
- RenderSystem: implement _setSampler in all RenderSystems
- implement "compute" compositor pass
- Compositor - allow RTSS to pick up render_quad materials
- factor out ColourBlendState and make it the preferred codepath
- respect create() returning null as per resourceCollision handler
- unify Texture::mSurfaceList across RenderSystems
- ResourceManager - mention resource type in item identity exception
- CompositorInstance - do not set DepthBufferPool for depth textures
- GpuProgramParams - drop remains of boolean parameter storage
- GpuProgramParams - merge int and uint storage
- refactor GpuProgramParams to avoid duplicate code
- MurmurHash3 - fix fallthrough warnings
- PF_DEPTH16 is an integer format
- PixelFormat - depth formats are accessible nowadays
- prevent compositor instances from having empty render targets
- RenderSystem - do not use Textures where load is failing
- RenderSystem - make W-Buffer a RenderSystemCapability
- SceneManager::_destroySceneNode - fix segfault in error path
- slightly clean up compositors code
- TextureUnitState - reduce verbosity of logged error message
- unify TextureManager::isHardwareFilteringSupported
- update Texture::createShaderAccessPoint interface
- PixelBox - initialize data pointer to avoid invalid memory access
- adjust shadows extrusion distance for non-uniformly scaled objects that casts non-uniformly scaled shadows
- Avoid McGuire dark caps generations if angular size of object is too high, causing interpolated points extruded not far enough, and became potentially visible even for well tesselated mesh
- Script: do not treat single '$' as variables and print var name on error
- Script: add sampler and sampler_ref to define and reference samplers
- Script: allow using PF_BYTE_RGB[A] in scripts
- ScriptCompiler: formatErrorCode - handle CE_OBJECTBASENOTFOUND
- ScriptCompiler: introduce CE_DEPRECAEDSYMBOL warning level
- ScriptTranslator: declaring an unsupported GpuProgram is not an error
- ScriptTranslator: add unknown parameter values to error messages
- deprecate complex StringConverter::toString for integer types
- deprecate SceneNode::getAttachedObjectIterator
- Script: deprecate compare_func keyword
- RenderSystem - deprecate FFP clip plane API
- deprecate PixelUtil::getBNFExpressionOfPixelFormats
- CMake
- forward CMAKE_FIND_ROOT_PATH so Dependencies see each other
- use the ZLIB imported target
- do install dependencies for Emscripten too.
- fixed OgreTargets to take different configurations into account
- install DeferredShading resources on android
- Emscripten
- use emscripten_set_canvas_element_size (#865)
- properly handle canvas resize events
- GLES2: enable glTexStorage for WebGL2
- GLES2: PRIMITIVE_RESTART_FIXED_INDEX is on unconditionally on WebGL2
- GL*
- do not needlessly bind zero texture
- do not switch back to GL_TEXTURE0 which would prevent state caching
- fix isHardwareFilteringSupported for floating point textures
- implement TextureUnitCompareFunction
- make sure StateCache is fully disabled when not explicitly enabled
- D3D11 & GL3+: factor out dispatchCompute method
- D3D11
- Fixed stencil for texture render targets
- unify pixelformat fallback path for luminance formats
- GL3+/ ES2: consistently use PixelUtil::isDepth for depth format checking
- GL3+ use glSampler objects for backing Ogre::Sampler if possible
- GLES2: make sure that we use PF_BYTE_RGBA for copyContentsToMemory
- GL: implement PF_DEPTH16 format for FBOs
- Terrain: really reduce requirements to GLSL120
- RTSS
- fixed shader generation for (additive) illumination passes
- normal map lighting - port to Sampler & deprecate old style usage
- SGX_ConstructTBNMatrix - fix binormal direction
- BSPSceneManager
- clean up logging to avoid trivial message spam
- use StringUtil::splitBaseFilename to avoid segfault
- Cg: exclude mat arrays from definition renaming with glsl profile
- Docs
- ResourceLoadingListener: document resourceCollision parameters
- FileSystemLayer: document getConfigFilePath/ getWritablePath lookup
- basictutorial1 - clean up cfg files and drop unused media.cfg
- CompositorScript - improve texture directive description
- document compare_test and comp_func texture unit properties
- improve documentation on resource groups
- manual - improve referencing in Shadows chapter
- manual - merge MaterialManager docs with API description
- manual - update "Mesh Tools" section
- restructure compositor script section
- RTSS - improve debugging tips
- update Material formatting & references
- update Trays tutorial for common pitfalls and up to date API
- update descriptions of Shadow options
- update deferred tutorial wording
- Samples
- BumpMapping/MultiLight - drop wrong shaders in decal pass
- BumpMapping - only require GLSL120
- clean up Fresnel materials - only require GLSL120
- fix GLSLES BumpMapping shaders
- Fresnel & CubeMap - use visibility masks instead of listeners
- simplify Compute Sample using the new compute compositor pass
- SSAO/Post - let RTSS handle simple shaders
- Character - use FocusedShadowCameraSetup
- DynTex - use blitFromMemory to allow pixel format conversion
- Media
- Cg - drop arb?p1 profiles and make sure GLSL is used instead
- Cg - use common DualQuaternion shadow shaders from RTShaderLib
- Tests
- test ResourceLoading::CollsionUseExisting
- modify MaterialSerializer test to still work without RenderSystem