source: OGRE/trunk/ogrenew/Docs/ChangeLog.html @ 657

Revision 657, 151.9 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

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60
61
62
63
64<p class="header" align="center">OGRE
65(Object-Oriented Graphics
66Rendering Engine)</p>
67
68
69
70
71<p class="header" align="center">Change Log</p>
72
73
74
75
76<p class="mainheader" align="left">v1.0.7
77[Azathoth] (12 February 2005)
78- Maintenance Release</p>
79
80
81
82
83<ul><li><span style="font-weight: bold;">D3D9:</span></li><ul><li>Fixed device leak when destroying primary window manually rather than via shutdown()</li><li>Potential D3D9 leaks during fatal error conditions fixed</li><li>Fix potential leak when using DDS textures if premature shutdown encountered</li><li>Fix another trailing state issue on device lost/restore, clear all texture units and vertex streams before resetting</li><li>Don't create any mipmaps when building temp surface in blitToMemory</li><li>Fixed a compile bug in double-precision mode</li><li>Floating point texture support now correctly logged</li><li>Fix vs_2_x/a, ps_2_x/a/b detection</li></ul><li style="font-weight: bold;">D3D7:</li><ul><li style="font-weight: bold;"><span style="font-weight: normal;">Fix crash when </span><span style="font-weight: normal;">D3D7 window is minimised</span></li></ul><li style="font-weight: bold;">GL:</li><ul><li>Fix potential performance problems with NPOT pbuffers</li></ul><li><span style="font-weight: bold;">Terrain plugin:</span></li><ul><li>Light list finding should be specialised for each terrain tile.&nbsp;</li><li>LOD calculation should use minimum distance between terrain tile bounding box and camera position</li></ul><ul><li>Throw exception when registering a page source for a type which is already present</li></ul><li><span style="font-weight: bold;">Nodes:</span></li><ul><li>Fixed
84a bug in SceneNode::setDirection with a local natural facing of
85something other than +/-Z, and when dealing with different spaces</li></ul><ul><li>TagPoint should always reflect parent entity&nbsp;scale changes</li><li>Fixed crash in SceneManager::destroySceneNode when using&nbsp;auto tracking</li></ul><li><span style="font-weight: bold;">Shadows:</span></li><ul><li>Fix rendering of texture shadows not respecting getShadowsEnabled() flag on queue group</li><li>Alpha-blended materials can now cast texture shadows accurately</li><li>Correctly render stencil shadows when oblique depth projection in use (use zfail all the time)</li><li>Free up shadow textures immediately when texture shadows no longer in use to save video memory</li></ul><li style="font-weight: bold;">Materials:</li><ul><li>Fix incorrect output serialisation of 'modulate' and 'colour_blend' scene blend factors&nbsp;from memory to .material files</li></ul><ul><li>Fix splitting of passes when too many texture units used</li><li>Bugfix
86for auto gpu program parameters:'view_direction', 'view_side_vector'
87and 'view_up_vector' should be in world space. Also viewport size
88params were using render target details&nbsp;instead of viewport</li></ul><li style="font-weight: bold;">Particles &amp; billboards:</li><ul><li>Fix billboard orientation when using camera reflection</li><li>AreaEmitter should have a different default 'up' to the default 'direction'</li><li>Fix bug in particle scale affector - should scale from default dimensions in the first instance</li></ul><li>Workaround to avoid std::iostream memory leaks in VC8 (MS bug - until VC8 SP1 arrives)</li><li>Fix Font::StrBBox for strings containing spaces</li><li>Memory manager tweaks to improve shutdown performance when using large containers in debug</li><li>Quaternion now outputs to stream with same element&nbsp;ordering as constructor</li><li>Accessor methods added to retrieve current sky settings on SceneManager</li><li>Add automatic fallback for Vector3.getRotationTo if 180 degree rotation is requested</li><li>Cleaner
89Implementation of occlusion query delete mechanism. Added
90destroyHardwareOcclusionQuery and made RenderSystem clean up any
91remaining queries at shutdown just like RenderTarget</li><li>Eliminate
92potential temp blended buffer checkout bug: occuring when call
93TempBlendedBufferInfo::checkoutTempCopies more than once in same frame.</li><li>Fixed rendersystems setClipPlanes sending of user clip plane equations to device (d was inverted)</li><li>Fix bug in edge list builder when indexStart is used</li><li>Fix bug where Math::ASin returned the wrong value for +1.0 and -1.0</li><li>Fix bug in border panel; uvs for centre panel should be updated at the same time as the border</li><li>XSI exporter significant speed improvements and better progress reporting</li><li>Timer more consistent after performance counter hiccups, and will run continuously over the 49.7 days boundary</li><li>Move zziplib headers so external apps are no longer dependent</li><li>Update controllers before updating scene animations in case users use controllers to manipulate scene animation</li><li>Avoid multi-results of same object from OctreePlaneBoundedVolumeListSceneQuery</li><li>Default
94mMaterialName as well as mpMaterial in SubEntity so they are consistent
95(issue with StaticGeometry if no material set)&nbsp;</li><li>Fix infinite loop when RenderQueueListener tried to skip a queue</li><li>Fix crash when creating / destroying Root more than once</li><li>3D Studio Max exporter now supports Max 8</li><li>New barrel and palette models added</li><li>Many&nbsp;compiler warnings squashed</li><li>Documentation clarifications</li></ul><p class="mainheader" align="left">v1.0.6
96[Azathoth] (20 November 2005)
97- Maintenance Release</p>
98
99
100
101
102<ul>
103
104
105
106
107  <li><span style="font-weight: bold;">Visual C++
1082005 </span>now supported, use Ogre_vc8.sln</li>
109
110
111
112
113  <li><span style="font-weight: bold;">XSI Exporter</span>
114   
115   
116   
117    <ul>
118
119
120
121
122      <li>XSI v5 now supported (in addition to v4.0 and 4.2)</li>
123
124
125
126
127      <li>Material exporter now picks up custom texture
128transforms correctly </li>
129
130
131
132
133      <li>Fix for using multiple clusters with envelopes (bone
134assignment groups) spanning them. </li>
135
136
137
138
139      <li>Don't export empty submeshes (caused by starting with
140polys which are&nbsp; later all reallocated to clusters) </li>
141
142
143
144
145   
146   
147   
148    </ul>
149
150
151
152
153  </li>
154
155
156
157
158  <li><span style="font-weight: bold;">D3D9 fixes</span>:
159   
160   
161   
162    <ul>
163
164
165
166
167      <li>Render window writeContentsToFile method speeded up +
168some bugfixes </li>
169
170
171
172
173      <li>Avoid a memory leak when GPU programs fail to load</li>
174
175
176      <li>Fix potential surface leak when destroying a secondary window but not the device</li>
177
178
179
180
181   
182   
183   
184    </ul>
185
186
187
188
189  </li>
190
191
192
193
194  <li><span style="font-weight: bold;">GL fixes</span>:
195   
196   
197   
198    <ul>
199
200
201
202
203      <li>Don't change GL context while creating a new render
204window if current context is available </li>
205
206
207
208
209      <li>Share lists between render window GL contexts</li>
210
211
212
213
214      <li>Fixed incorrect loaded state when creating a manual
215texture in GL</li>
216
217
218
219
220      <li>Fixed many gcc warnings on GL atifs compiler</li>
221
222      <li>Type correction for external / parent handles in GLX platform &amp; doc corrections</li>
223
224
225
226
227   
228   
229   
230    </ul>
231
232
233
234
235  </li>
236
237
238
239
240  <li><span style="font-weight: bold;">D3D7 fixes</span>:
241   
242   
243   
244    <ul>
245
246
247
248
249      <li>Fixed Dx7 device lost problems, switching from
250fullscreen to windowed and back now works in Dx7 too.</li>
251
252
253
254
255      <li>Fix oblique projection on D3D7 (fix bad clipping on
256render to texture demo)</li>
257
258
259
260
261   
262   
263   
264    </ul>
265
266
267
268
269  </li>
270
271
272
273
274  <li><span style="font-weight: bold;">Mesh / Entity
275fixes</span>:
276   
277   
278   
279    <ul>
280
281
282
283
284      <li>XML format DTD</li>
285
286
287
288
289     
290     
291     
292      <ul>
293
294
295
296
297        <li>Range of texture_coords attribute should be 0 to 8
298not 0 to 7 </li>
299
300
301
302
303     
304     
305     
306      </ul>
307
308
309
310
311     
312     
313     
314      <ul>
315
316
317
318
319        <li>3D texture coordinates should be considered valid in
320DTD</li>
321
322
323
324
325     
326     
327     
328      </ul>
329
330
331
332
333      <li>Mesh::getSubMesh now safely checks for an index out of
334bounds condition.</li>
335
336
337
338
339      <li> Unload mesh should clear bone assignments and removes
340reference to skeleton</li>
341
342
343
344
345      <li>Added method to access manual levels of detail for the
346entity. Allow user more control to the lod level (e.g. change material,
347attach objects).</li>
348
349
350
351
352   
353   
354   
355    </ul>
356
357
358
359
360  </li>
361
362
363
364
365  <li><span style="font-weight: bold;">Hardware
366vertex buffer pool fixes</span>:
367   
368   
369   
370    <ul>
371
372
373
374
375      <li>TempBlendedBufferInfo destructor needs to make sure
376allocated buffer copies have been released - this bug showed up when
377entities using software skinned skeletal animation were removed from
378the scenemanager during rendering prior to frame ended finishing </li>
379
380
381
382
383      <li>Buffer manager must make sure that no buffer copies or
384free temp vertex buffers exist that are associated with a vertex buffer
385that is being deleted </li>
386
387
388
389
390   
391   
392   
393    </ul>
394
395
396
397
398  </li>
399
400
401
402
403  <li><span style="font-weight: bold;">Logging
404changes</span>:
405   
406   
407   
408    <ul>
409
410
411
412
413      <li>Silently tolerate not having any log files to write to,
414so people can run logless if they really want. </li>
415
416
417
418
419      <li>Allow suppression of file output on Log to allow a
420LogListener-only setup </li>
421
422
423
424
425   
426   
427   
428    </ul>
429
430
431
432
433  </li>
434
435
436
437
438  <li><span style="font-weight: bold;">Shader fixes</span>:
439   
440   
441   
442    <ul>
443
444
445
446
447      <li>Correct number of constants supported by ps_1_x</li>
448
449
450
451
452      <li>Fix ps_2_x detection; report as ps_2_a/b but assembler
453syntax is still called ps_2_x</li>
454
455
456
457
458      <li>Fixed
459memory/resource leak of high-level GPU program in the case qhere the
460high-level portion is loaded, but the low-level GPU program itself
461never loaded</li>
462
463
464
465
466   
467   
468   
469    </ul>
470
471
472
473
474  </li>
475
476
477
478
479  <li><span style="font-weight: bold;">Shadow fixes</span>:
480   
481   
482   
483    <ul>
484
485
486
487
488      <li>Fix missing shadow volume extrude program parameters
489when shadow volume materials initialised somewhere else </li>
490
491
492
493
494      <li>Resolve an issue when find shadow casters for light,
495and the light is attached to scene node. Should use derived light
496position/direction to query for shadow casters </li>
497
498
499
500
501   
502   
503   
504    </ul>
505
506
507
508
509  </li>
510
511
512
513
514  <li><span style="font-weight: bold;">Material fixes</span>:</li>
515
516
517
518
519 
520 
521 
522  <ul>
523
524
525
526
527    <li>Ensure that custom texture transforms are serialised /
528deserialised into .material scripts</li>
529
530
531
532
533    <li>When
534material recompile required, need to unload whole content of material,
535avoid leak because some TUS animation/effect controllers maybe created.</li>
536
537
538
539
540    <li>Fix cloning problems when using the ACT_TIME auto
541parameter</li>
542
543
544
545
546 
547 
548 
549  </ul>
550
551
552
553
554  <li><span style="font-weight: bold;">Texture fixes</span>:
555   
556   
557   
558    <ul>
559
560
561
562
563      <li>TextureManager loadImage/loadRawData
564should be create texture as manual texture without loader, in fact the
565texture can't auto reload again.</li>
566
567
568
569
570      <li>Enable/disable 32-bit textures now work properly even
571if no texture exists, and only reloads the loaded and reloadable
572textures.</li>
573
574
575
576
577      <li>You
578can now access the original dimensions of the texture image even if the
579final texture dimensions (due to hardware requirements) are different</li>
580
581
582
583
584   
585   
586   
587    </ul>
588
589
590
591
592  </li>
593
594
595
596
597  <li><span style="font-weight: bold;">Dependencies
598updated</span> </li>
599
600
601
602
603 
604 
605 
606  <ul>
607
608
609
610
611    <li>Freetype is now v2.1.1.0 </li>
612
613
614
615
616 
617 
618 
619  </ul>
620
621
622
623
624 
625 
626 
627  <ul>
628
629
630
631
632    <li>DevIL is now 1.6.7 </li>
633
634
635
636
637 
638 
639 
640  </ul>
641
642
643
644
645 
646 
647 
648  <ul>
649
650
651
652
653    <li>zlib is now 1.2.3 </li>
654
655
656
657
658 
659 
660 
661  </ul>
662
663
664
665
666 
667 
668 
669  <ul>
670
671
672
673
674    <li>zzliplib is now 0.13.44 (this fixes a memory leak when
675reloading resources from a zip file) </li>
676
677
678
679
680 
681 
682 
683  </ul>
684
685
686
687
688 
689 
690 
691  <ul>
692
693
694
695
696    <li>CEGui remains at 0.3.x since 0.4.x requires potential
697changes to custom looks, users are free to upgrade themselves (but will
698need the source release, not the SDK)</li>
699
700
701
702
703 
704 
705 
706  </ul>
707
708
709
710
711  <li><span style="font-weight: bold;">Particle
712systems</span>: </li>
713
714
715
716
717 
718 
719 
720  <ul>
721
722
723
724
725    <li>Delay loading of image on ColourImage particle affector
726to avoid startup overhead, and deal with more formats instead of
727assuming pixel format </li>
728
729
730
731
732 
733 
734 
735  </ul>
736
737
738
739
740 
741 
742 
743  <ul>
744
745
746
747
748    <li>Should check for duplicates before creating/adding new
749particle system templates, otherwise leakage </li>
750
751
752
753
754 
755 
756 
757  </ul>
758
759
760
761
762  <li>Disable gcc version script which causes problems in gcc
763v4.x </li>
764
765
766
767
768  <li>Add the ability to raise and listen in on
769RenderSystem-specific
770events (allows people to listen in on device lost / restore if they
771choose to)</li>
772
773
774
775
776  <li>Fix comparison bug in HardwarePixelBuffer::blit which would
777cause it to scale unnecessarily </li>
778
779
780
781
782  <li>Solve crash when ray scene query is done without landscape
783loaded in TerrainSceneManager </li>
784
785
786
787
788  <li>Open data streams one at a time while parsing scripts to
789avoid opening a lot of disk files simultaneously that may exceed file
790handle limits </li>
791
792
793
794
795  <li>Allow archives to be unloaded </li>
796
797
798
799
800  <li>Fixed destroying track which maybe absent, just ignore it
801when this situation happens </li>
802
803
804
805
806  <li>Fix merging of CEGui flags in Linux build</li>
807
808
809
810
811  <li>Don't allow double-load of plugins</li>
812
813
814
815
816  <li>Gracefully deal with invalid requests to use the same
817SceneNode name more than once</li>
818
819
820
821
822  <li>RenderTarget::writeContentsToTimestampedFile now writes out
823the date/time in correct human readable format</li>
824
825
826
827
828  <li>Fix for "unknown property."scale" in $Biped_Object" error
829in 3DSMax exporter</li>
830  <li>OverlayElement parent overlay initialisation fixed</li>
831
832
833
834
835  <li>Several documentation corrections </li>
836
837
838
839
840</ul>
841
842
843
844
845<p class="mainheader" align="left">v1.0.5
846[Azathoth] (25 September
8472005) - Maintenance Release</p>
848
849
850
851
852<ul>
853
854
855
856
857  <li>
858   
859   
860   
861    <p style="margin-bottom: 0cm;">D3D9:&nbsp; </p>
862
863
864
865
866   
867   
868   
869    <ul>
870
871
872
873
874      <li>
875       
876       
877       
878        <p style="margin-bottom: 0cm;">Fixed device lost
879issue with manual textures with manual loaders. </p>
880
881
882
883
884      </li>
885
886
887
888
889      <li>
890       
891       
892       
893        <p style="margin-bottom: 0cm;">Ensure that
894textures which were unloaded at the time of the device lost remain
895unloaded after the device is restored (previously these textures would
896be loaded by the restore) </p>
897
898
899
900
901      </li>
902
903
904
905
906      <li>
907       
908       
909       
910        <p style="margin-bottom: 0cm;">Fix restoration of
911specified number of mipmaps after device restore </p>
912
913
914
915
916      </li>
917
918
919
920
921      <li>
922       
923       
924       
925        <p style="margin-bottom: 0cm;">Fix mipmap issue
926introduced in 1.0.4 with textures whose dimensions are not power of two</p>
927
928
929
930
931      </li>
932
933
934
935
936   
937   
938   
939    </ul>
940
941
942
943
944  </li>
945
946
947
948
949  <li>
950   
951   
952   
953    <p style="margin-bottom: 0cm;">GL: </p>
954
955
956
957
958   
959   
960   
961    <ul>
962
963
964
965
966      <li>
967       
968       
969       
970        <p style="margin-bottom: 0cm;">context switching
971should be preserving GPU programs and depth/colour mask settings,
972because scene manager treat render system as ONE 'context' ONLY. </p>
973
974
975
976
977      </li>
978
979
980
981
982      <li>
983       
984       
985       
986        <p style="margin-bottom: 0cm;">'Warning texture'
987now bound to a texture unit if it is used but not defined, e.g. in a
988shader but the material definition does not include a corresponding
989texture unit </p>
990
991
992
993
994      </li>
995
996
997
998
999      <li>
1000       
1001       
1002       
1003        <p style="margin-bottom: 0cm;">Fix a flipping
1004issue when a viewport doesn't take up the whole of a render texture</p>
1005
1006
1007
1008
1009      </li>
1010
1011
1012
1013
1014   
1015   
1016   
1017    </ul>
1018
1019
1020
1021
1022  </li>
1023
1024
1025
1026
1027  <li>
1028   
1029   
1030   
1031    <p style="margin-bottom: 0cm;">XSI Exporter: </p>
1032
1033
1034
1035
1036   
1037   
1038   
1039    <ul>
1040
1041
1042
1043
1044      <li>
1045       
1046       
1047       
1048        <p style="margin-bottom: 0cm;">Fix export of
1049multiple animations where initial pose is different </p>
1050
1051
1052
1053
1054      </li>
1055
1056
1057
1058
1059      <li>
1060       
1061       
1062       
1063        <p style="margin-bottom: 0cm;">Material prefix
1064should apply to the exported .mesh as well as the .material</p>
1065
1066
1067
1068
1069      </li>
1070
1071
1072
1073
1074   
1075   
1076   
1077    </ul>
1078
1079
1080
1081
1082  </li>
1083
1084
1085
1086
1087  <li>
1088   
1089   
1090   
1091    <p style="margin-bottom: 0cm;">Fix memory leak on
1092software skinning</p>
1093
1094
1095
1096
1097  </li>
1098
1099
1100
1101
1102  <li>
1103   
1104   
1105   
1106    <p style="margin-bottom: 0cm;">Material: compile
1107illumination passes on demand</p>
1108
1109
1110
1111
1112  </li>
1113
1114
1115
1116
1117  <li>
1118   
1119   
1120   
1121    <p style="margin-bottom: 0cm;">BillboardSet: Optimise
1122updating of bounds when creating a new billboard</p>
1123
1124
1125
1126
1127  </li>
1128
1129
1130
1131
1132  <li>
1133   
1134   
1135   
1136    <p style="margin-bottom: 0cm;">Win32 platform fix:
1137DInput buffer overflows resolved</p>
1138
1139
1140
1141
1142  </li>
1143
1144
1145
1146
1147  <li>
1148   
1149   
1150   
1151    <p style="margin-bottom: 0cm;">StaticGeometry::addSceneNode
1152should cascade as documented</p>
1153
1154
1155
1156
1157  </li>
1158
1159
1160
1161
1162  <li>
1163   
1164   
1165   
1166    <p style="margin-bottom: 0cm;">Ensure
1167HardwareBufferLicensee::licenseExpired is called in all cases</p>
1168
1169
1170
1171
1172  </li>
1173
1174
1175
1176
1177  <li>
1178   
1179   
1180   
1181    <p style="margin-bottom: 0cm;">GLXWindow::resize fixed</p>
1182
1183
1184
1185
1186  </li>
1187
1188
1189
1190
1191  <li>
1192   
1193   
1194   
1195    <p style="margin-bottom: 0cm;">Fix potential memory
1196leak during overlay creation</p>
1197
1198
1199
1200
1201  </li>
1202
1203
1204
1205
1206  <li>
1207   
1208   
1209   
1210    <p style="margin-bottom: 0cm;">Alter bump mapping /
1211offset mapping shaders to handle directional lights as well</p>
1212
1213
1214
1215
1216  </li>
1217
1218
1219
1220
1221  <li>
1222   
1223   
1224   
1225    <p style="margin-bottom: 0cm;">Fix a range issue on
1226the specular bump mapping shader, looks nicer now</p>
1227
1228
1229
1230
1231  </li>
1232
1233
1234
1235
1236  <li>
1237   
1238   
1239   
1240    <p style="margin-bottom: 0cm;">Fix memory leaks when
1241using StaticGeometry &amp; stencil shadows</p>
1242
1243
1244
1245
1246  </li>
1247
1248
1249
1250
1251  <li>
1252   
1253   
1254   
1255    <p style="margin-bottom: 0cm;">Fix TextureUnitState
1256clone bug: _load called after after TUS is cloned so that effect and
1257animation controllers are constructed. Also reduced _dirtyhash() calls
1258while cloning TUS</p>
1259
1260
1261
1262
1263  </li>
1264
1265
1266
1267
1268  <li>
1269   
1270   
1271   
1272    <p style="margin-bottom: 0cm;">Fix off-by-one bug in
1273parseAlphaOpEx when using manual blend</p>
1274
1275
1276
1277
1278  </li>
1279
1280
1281
1282
1283  <li>
1284   
1285   
1286   
1287    <p style="margin-bottom: 0cm;">Fix potential
1288transparencybug: passes can be transparent even if destination blend
1289factor is zero, if source factor is destination-based</p>
1290
1291
1292
1293
1294  </li>
1295
1296
1297
1298
1299  <li>
1300   
1301   
1302   
1303    <p style="margin-bottom: 0cm;">Node: Assert that a
1304node is parent-less before adding it in addChild, avoids inconsistency
1305issues</p>
1306
1307
1308
1309
1310  </li>
1311
1312
1313
1314
1315  <li>
1316   
1317   
1318   
1319    <p style="margin-bottom: 0cm;">Support conversion from
1320and to PF_FLOATxx_R pixel format</p>
1321
1322
1323
1324
1325  </li>
1326
1327
1328
1329
1330  <li>
1331   
1332   
1333   
1334    <p style="margin-bottom: 0cm;">Fix segfault in
1335OgreXMLConverter when built with GCC 4.0</p>
1336
1337
1338
1339
1340  </li>
1341
1342
1343
1344
1345  <li>
1346   
1347   
1348   
1349    <p style="margin-bottom: 0cm;">Fix big endian
1350compilation bug in CEGuiTexture (affects Linux on PPC and OSX)</p>
1351
1352
1353
1354
1355  </li>
1356
1357
1358
1359
1360  <li>
1361   
1362   
1363   
1364    <p style="margin-bottom: 0cm;">Some API and manual
1365clarifications, including: </p>
1366
1367
1368
1369
1370   
1371   
1372   
1373    <ul>
1374
1375
1376
1377
1378      <li>
1379       
1380       
1381       
1382        <p style="margin-bottom: 0cm;">Finally add section
1383on hardware pixel buffers</p>
1384
1385
1386
1387
1388      </li>
1389
1390
1391
1392
1393      <li>
1394       
1395       
1396       
1397        <p style="margin-bottom: 0cm;">now includes
1398minimum ATI/nVidia card specifications for shaders of a given profile </p>
1399
1400
1401
1402
1403      </li>
1404
1405
1406
1407
1408      <li>
1409       
1410       
1411       
1412        <p>Remove / correct old GUI manual pages</p>
1413
1414
1415
1416
1417      </li>
1418
1419
1420
1421
1422   
1423   
1424   
1425    </ul>
1426
1427
1428
1429
1430  </li>
1431
1432
1433
1434
1435</ul>
1436
1437
1438
1439
1440<p class="mainheader" align="left">v1.0.4
1441[Azathoth] (21 August 2005) -
1442Maintenance Release</p>
1443
1444
1445
1446
1447<ul>
1448
1449
1450
1451
1452  <li>
1453   
1454   
1455   
1456    <p style="margin-bottom: 0cm;">Fix texture shadows
1457when using basic SceneManager (not octree or bsp) </p>
1458
1459
1460
1461
1462  </li>
1463
1464
1465
1466
1467  <li>
1468   
1469   
1470   
1471    <p style="margin-bottom: 0cm;">Fix memory leaks in
1472Demo_Water and Demo_VolumeTex</p>
1473
1474
1475
1476
1477  </li>
1478
1479
1480
1481
1482  <li>
1483   
1484   
1485   
1486    <p style="margin-bottom: 0cm;">Add isStillOutstanding
1487method to hardware occlusion queries to promote more asynchronous
1488behaviour</p>
1489
1490
1491
1492
1493  </li>
1494
1495
1496
1497
1498  <li>
1499   
1500   
1501   
1502    <p style="margin-bottom: 0cm;">Fix a couple of squared
1503distance comparison bugs</p>
1504
1505
1506
1507
1508  </li>
1509
1510
1511
1512
1513  <li>
1514   
1515   
1516   
1517    <p style="margin-bottom: 0cm;">Fix
1518OverlayElement::updateTextureGeometry being called repetitively</p>
1519
1520
1521
1522
1523  </li>
1524
1525
1526
1527
1528  <li>
1529   
1530   
1531   
1532    <p style="margin-bottom: 0cm;">D3D
1533_makePerspectiveMatrix fix (left/top/right/bottom version)</p>
1534
1535
1536
1537
1538  </li>
1539
1540
1541
1542
1543  <li>
1544   
1545   
1546   
1547    <p style="margin-bottom: 0cm;">Demo_VolumeTex material
1548loading bug fixed</p>
1549
1550
1551
1552
1553  </li>
1554
1555
1556
1557
1558  <li>
1559   
1560   
1561   
1562    <p style="margin-bottom: 0cm;">Fixed accumulated
1563discrepancy in animation track optimise</p>
1564
1565
1566
1567
1568  </li>
1569
1570
1571
1572
1573  <li>
1574   
1575   
1576   
1577    <p style="margin-bottom: 0cm;">Bugfix to
1578SceneQuery::removeQueryFlags</p>
1579
1580
1581
1582
1583  </li>
1584
1585
1586
1587
1588  <li>
1589   
1590   
1591   
1592    <p style="margin-bottom: 0cm;">Node destruction now
1593cleaner</p>
1594
1595
1596
1597
1598  </li>
1599
1600
1601
1602
1603  <li>
1604   
1605   
1606   
1607    <p style="margin-bottom: 0cm;">Add ability to force
1608software skinning to Entity</p>
1609
1610
1611
1612
1613  </li>
1614
1615
1616
1617
1618  <li>
1619   
1620   
1621   
1622    <p style="margin-bottom: 0cm;">D3D texture bugfixes </p>
1623
1624
1625
1626
1627   
1628   
1629   
1630    <ul>
1631
1632
1633
1634
1635      <li>
1636       
1637       
1638       
1639        <p style="margin-bottom: 0cm;">We need to check
1640the corrected pixel format before determining hardware
1641dynamic/auto-mipmap texture support </p>
1642
1643
1644
1645
1646      </li>
1647
1648
1649
1650
1651      <li>
1652       
1653       
1654       
1655        <p style="margin-bottom: 0cm;">The D3D render
1656system texture auto mipmap generation should respect the TU_AUTOMIPMAP
1657usage </p>
1658
1659
1660
1661
1662      </li>
1663
1664
1665
1666
1667      <li>
1668       
1669       
1670       
1671        <p style="margin-bottom: 0cm;">Should check the
1672ability to use dyncamic textures in volume and cube maps before
1673enabling the flag</p>
1674
1675
1676
1677
1678      </li>
1679
1680
1681
1682
1683   
1684   
1685   
1686    </ul>
1687
1688
1689
1690
1691  </li>
1692
1693
1694
1695
1696  <li>
1697   
1698   
1699   
1700    <p style="margin-bottom: 0cm;">Fix remaining device
1701restore problems with manual (e.g. dynamic) textures, RTTs that are
1702never used, and colour state after restore</p>
1703
1704
1705
1706
1707  </li>
1708
1709
1710
1711
1712  <li>
1713   
1714   
1715   
1716    <p style="margin-bottom: 0cm;">Material bug - fixup
1717best techniques container when material copied</p>
1718
1719
1720
1721
1722  </li>
1723
1724
1725
1726
1727  <li>
1728   
1729   
1730   
1731    <p style="margin-bottom: 0cm;">Fix depth bias in D3D9
1732on nVidia to be more reliable</p>
1733
1734
1735
1736
1737  </li>
1738
1739
1740
1741
1742  <li>
1743   
1744   
1745   
1746    <p style="margin-bottom: 0cm;">Fix iterator
1747invalidation problem in SceneNode::removeAndDestroyChildren</p>
1748
1749
1750
1751
1752  </li>
1753
1754
1755
1756
1757  <li>
1758   
1759   
1760   
1761    <p style="margin-bottom: 0cm;">Quaternion::equals now
1762takes negated quaternion into account, may define the same rotation </p>
1763
1764
1765
1766
1767  </li>
1768
1769
1770
1771
1772  <li>
1773   
1774   
1775   
1776    <p style="margin-bottom: 0cm;">XML Converter issues
1777fixed: </p>
1778
1779
1780
1781
1782   
1783   
1784   
1785    <ul>
1786
1787
1788
1789
1790      <li>
1791       
1792       
1793       
1794        <p style="margin-bottom: 0cm;">crash fix - prevent
1795FileStreamDataStream from deleting stack allocated stream </p>
1796
1797
1798
1799
1800      </li>
1801
1802
1803
1804
1805      <li>
1806       
1807       
1808       
1809        <p style="margin-bottom: 0cm;">fixed a problem
1810with converting manual LOD levels </p>
1811
1812
1813
1814
1815      </li>
1816
1817
1818
1819
1820   
1821   
1822   
1823    </ul>
1824
1825
1826
1827
1828  </li>
1829
1830
1831
1832
1833  <li>
1834   
1835   
1836   
1837    <p style="margin-bottom: 0cm;">Fixed water demo crash
1838if ESC pressed at config screen</p>
1839
1840
1841
1842
1843  </li>
1844
1845
1846
1847
1848  <li>
1849   
1850   
1851   
1852    <p style="margin-bottom: 0cm;">Fixed Viewport/Camera
1853auto aspect ratio bug - use floating point division, not integer</p>
1854
1855
1856
1857
1858  </li>
1859
1860
1861
1862
1863  <li>
1864   
1865   
1866   
1867    <p style="margin-bottom: 0cm;">getRenderTargetIterator
1868added to RenderSystem to allow external parsing of current targets</p>
1869
1870
1871
1872
1873  </li>
1874
1875
1876
1877
1878  <li>
1879   
1880   
1881   
1882    <p style="margin-bottom: 0cm;">Clamp projected texture
1883in Demo_RenderToTexture to avoid artefacts on some cards</p>
1884
1885
1886
1887
1888  </li>
1889
1890
1891
1892
1893  <li>
1894   
1895   
1896   
1897    <p style="margin-bottom: 0cm;">TagPoint was not
1898inheriting parent entity scale meaning attached object didn't scale
1899with their parents; now they do</p>
1900
1901
1902
1903
1904  </li>
1905
1906
1907
1908
1909  <li>
1910   
1911   
1912   
1913    <p style="margin-bottom: 0cm;">Several small
1914documentation corrections </p>
1915
1916
1917
1918
1919  </li>
1920
1921
1922
1923
1924  <li>
1925   
1926   
1927   
1928    <p style="margin-bottom: 0cm;">Fixed off-by-one bug in
1929SimpleSpline &amp; RotationSpline which caused incorrect
1930interpolation over loop</p>
1931
1932
1933
1934
1935  </li>
1936
1937
1938
1939
1940  <li>
1941   
1942   
1943   
1944    <p style="margin-bottom: 0cm;">Resource group
1945initialised flag is now reset when clearing, allowing scripts to be
1946re-read</p>
1947
1948
1949
1950
1951  </li>
1952
1953
1954
1955
1956  <li>
1957   
1958   
1959   
1960    <p style="margin-bottom: 0cm;">Hardware skinning
1961example shaders now handle directional as well as point lights</p>
1962
1963
1964
1965
1966  </li>
1967
1968
1969
1970
1971  <li>
1972   
1973   
1974   
1975    <p style="margin-bottom: 0cm;">Fixed CEGuiTexture so
1976it frees shared pointer whether it deleted shared texture or not</p>
1977
1978
1979
1980
1981  </li>
1982
1983
1984
1985
1986  <li>
1987   
1988   
1989   
1990    <p style="margin-bottom: 0cm;">Fixed bug in
1991EventProcessor shutdown: wasn't removing its registered frame listener
1992which causes a seg fault if rendering continues</p>
1993
1994
1995
1996
1997  </li>
1998
1999
2000
2001
2002  <li>
2003   
2004   
2005   
2006    <p style="margin-bottom: 0cm;">Infinite loop bug fixed
2007in Matrix3::QLAlgorithm</p>
2008
2009
2010
2011
2012  </li>
2013
2014
2015
2016
2017  <li>
2018   
2019   
2020   
2021    <p style="margin-bottom: 0cm;">Small compatibility
2022fixes for VS2005</p>
2023
2024
2025
2026
2027  </li>
2028
2029
2030
2031
2032  <li>
2033   
2034   
2035   
2036    <p style="margin-bottom: 0cm;">Context switching
2037problem in GL Render system (GLX) solved </p>
2038
2039
2040
2041
2042  </li>
2043
2044
2045
2046
2047  <li>
2048   
2049   
2050   
2051    <p>Some const correctness and other tidying exercises</p>
2052
2053
2054
2055
2056  </li>
2057
2058
2059
2060
2061</ul>
2062
2063
2064
2065
2066<p class="mainheader" align="left">v1.0.3
2067[Azathoth] (10 July 2005) -
2068Maintenance Release</p>
2069
2070
2071
2072
2073<ul>
2074
2075
2076
2077
2078  <li>
2079   
2080   
2081   
2082    <p style="margin-bottom: 0cm;">Fixed a problem in D3D9
2083where GeForce 6x00 range was not enabling infinite projection </p>
2084
2085
2086
2087
2088  </li>
2089
2090
2091
2092
2093  <li>
2094   
2095   
2096   
2097    <p style="margin-bottom: 0cm;">libOgreMain.so now only
2098exports symbols based on ogremain.map </p>
2099
2100
2101
2102
2103  </li>
2104
2105
2106
2107
2108  <li>
2109   
2110   
2111   
2112    <p style="margin-bottom: 0cm;">Fixed --enable-openexr
2113argument for ./configure </p>
2114
2115
2116
2117
2118  </li>
2119
2120
2121
2122
2123  <li>
2124   
2125   
2126   
2127    <p style="margin-bottom: 0cm;">XSI exporter - don't
2128crash if textures are not found, just warn instead.&nbsp; Also trap
2129cases where too many texture coordinate sets are used and warn.</p>
2130
2131
2132
2133
2134  </li>
2135
2136
2137
2138
2139  <li>
2140   
2141   
2142   
2143    <p style="margin-bottom: 0cm;">Last of D3D9 leaks
2144removed </p>
2145
2146
2147
2148
2149  </li>
2150
2151
2152
2153
2154  <li>
2155   
2156   
2157   
2158    <p style="margin-bottom: 0cm;">Extra logging for D3D9
2159device lost / restore process </p>
2160
2161
2162
2163
2164  </li>
2165
2166
2167
2168
2169  <li>
2170   
2171   
2172   
2173    <p style="margin-bottom: 0cm;">Fix device restore of
2174RTT in D3D9 </p>
2175
2176
2177
2178
2179  </li>
2180
2181
2182
2183
2184  <li>
2185   
2186   
2187   
2188    <p style="margin-bottom: 0cm;">Replace SDL hard-coded
2189constant args for SDL_ShowMouse </p>
2190
2191
2192
2193
2194  </li>
2195
2196
2197
2198
2199  <li>
2200   
2201   
2202   
2203    <p style="margin-bottom: 0cm;">Make
2204RenderWindow::windowMovedOrResized virtual &amp; generalised from
2205GL/D3D since they're useful for people with externally managed windows </p>
2206
2207
2208
2209
2210  </li>
2211
2212
2213
2214
2215  <li>
2216   
2217   
2218   
2219    <p style="margin-bottom: 0cm;">Corrected type of the
2220returned value from std::string::find_first_of and find_first_not_of </p>
2221
2222
2223
2224
2225  </li>
2226
2227
2228
2229
2230  <li>
2231   
2232   
2233   
2234    <p style="margin-bottom: 0cm;">Allow external setting
2235of BillboardSet bounds for billboard injection </p>
2236
2237
2238
2239
2240  </li>
2241
2242
2243
2244
2245  <li>
2246   
2247   
2248   
2249    <p style="margin-bottom: 0cm;">Q3A level loader -
2250reject lightmap indexes &lt; 0, not just -1, for greater level
2251compatibility </p>
2252
2253
2254
2255
2256  </li>
2257
2258
2259
2260
2261  <li>
2262   
2263   
2264   
2265    <p style="margin-bottom: 0cm;">Export TagPoint to
2266allow post attach-to-bone modifications </p>
2267
2268
2269
2270
2271  </li>
2272
2273
2274
2275
2276  <li>
2277   
2278   
2279   
2280    <p style="margin-bottom: 0cm;">Set ambient light
2281settings per _renderScene call incase we switch contexts in GL </p>
2282
2283
2284
2285
2286  </li>
2287
2288
2289
2290
2291  <li>
2292   
2293   
2294   
2295    <p style="margin-bottom: 0cm;">gcc 4.0 compatibility
2296and removed the need for GCC_3_1 compiler flag</p>
2297
2298
2299
2300
2301  </li>
2302
2303
2304
2305
2306  <li>
2307   
2308   
2309   
2310    <p style="margin-bottom: 0cm;">In GL, support the
2311GL_MAX_TEXTURE_IMAGE_UNITS_ARB number of texture units when using
2312shader hardware instead of just GL_MAX_TEXTURE_UNITS</p>
2313
2314
2315
2316
2317  </li>
2318
2319
2320
2321
2322  <li>
2323   
2324   
2325   
2326    <p style="margin-bottom: 0cm;">Fix attaching particle
2327systems to bones&nbsp; </p>
2328
2329
2330
2331
2332  </li>
2333
2334
2335
2336
2337  <li>
2338   
2339   
2340   
2341    <p style="margin-bottom: 0cm;">Implemented vp30, vp40,
2342fp30 and fp40 Cg profiles </p>
2343
2344
2345
2346
2347  </li>
2348
2349
2350
2351
2352  <li>
2353   
2354   
2355   
2356    <p style="margin-bottom: 0cm;">Fixed a 64 bit issue in
2357Serializer::flipEndian </p>
2358
2359
2360
2361
2362  </li>
2363
2364
2365
2366
2367  <li>
2368   
2369   
2370   
2371    <p style="margin-bottom: 0cm;">Add conversion from
2372GpuProgramPtr to HighLevelGpuProgramPtr, and fix mutex usage on
2373existing reverse conversion </p>
2374
2375
2376
2377
2378  </li>
2379
2380
2381
2382
2383  <li>
2384   
2385   
2386   
2387    <p style="margin-bottom: 0cm;">CEGUI v0.3.0 now
2388required</p>
2389
2390
2391
2392
2393  </li>
2394
2395
2396
2397
2398  <li>
2399   
2400   
2401   
2402    <p style="margin-bottom: 0cm;">Fix memory leak in
2403ZipDataStream </p>
2404
2405
2406
2407
2408  </li>
2409
2410
2411
2412
2413  <li>
2414   
2415   
2416   
2417    <p style="margin-bottom: 0cm;">Fix to
2418AnimationTrack::optimise - we should not eliminate all duplicate keys
2419since the boundary values are required to preserve the interpolation
2420shape. In fact, we need to preserve sequences of up to no more than 4
2421identical keys to preserve tangents for if spline interpolation is
2422used. Any inner ones are removed. </p>
2423
2424
2425
2426
2427  </li>
2428
2429
2430
2431
2432  <li>
2433   
2434   
2435   
2436    <p style="margin-bottom: 0cm;">Matrix4::operator !=
2437should take a const reference parameter </p>
2438
2439
2440
2441
2442  </li>
2443
2444
2445
2446
2447  <li>
2448   
2449   
2450   
2451    <p style="margin-bottom: 0cm;">Node::removeAllChildren
2452should notify those children of detachment and clear the child update
2453list too. </p>
2454
2455
2456
2457
2458  </li>
2459
2460
2461
2462
2463  <li>
2464   
2465   
2466   
2467    <p style="margin-bottom: 0cm;">Fix a bug in
2468StringUtil::match where a partial match after a wildcard goes wrong and
2469the wildcard doesn't correctly consume it ready for later matches </p>
2470
2471
2472
2473
2474  </li>
2475
2476
2477
2478
2479  <li>
2480   
2481   
2482   
2483    <p style="margin-bottom: 0cm;">Fixed some variable
2484shadowing warnings in gcc </p>
2485
2486
2487
2488
2489  </li>
2490
2491
2492
2493
2494  <li>
2495   
2496   
2497   
2498    <p style="margin-bottom: 0cm;">Don't try to prep
2499subentities for shadow volumes if they don't have their own geometry </p>
2500
2501
2502
2503
2504  </li>
2505
2506
2507
2508
2509  <li>
2510   
2511   
2512   
2513    <p style="margin-bottom: 0cm;">Fixed
2514DataStream::readLine returning incorrect count and not dealing with
2515reading exactly the max length properly </p>
2516
2517
2518
2519
2520  </li>
2521
2522
2523
2524
2525  <li>
2526   
2527   
2528   
2529    <p style="margin-bottom: 0cm;">Fixed
2530TerrainSceneManager incorrectly calculating normals </p>
2531
2532
2533
2534
2535  </li>
2536
2537
2538
2539
2540  <li>
2541   
2542   
2543   
2544    <p style="margin-bottom: 0cm;">VertexData::vertexStart
2545bugfix for GL render system </p>
2546
2547
2548
2549
2550  </li>
2551
2552
2553
2554
2555  <li>
2556   
2557   
2558   
2559    <p style="margin-bottom: 0cm;">Fix small inconsistency
2560in near / far clip plane in world space between rendersystems </p>
2561
2562
2563
2564
2565  </li>
2566
2567
2568
2569
2570  <li>
2571   
2572   
2573   
2574    <p style="margin-bottom: 0cm;">A few win32 resize /
2575getMetrics fixes </p>
2576
2577
2578
2579
2580  </li>
2581
2582
2583
2584
2585  <li>
2586   
2587   
2588   
2589    <p style="margin-bottom: 0cm;">Allocate initial
2590particle pools on demand to save memory </p>
2591
2592
2593
2594
2595  </li>
2596
2597
2598
2599
2600  <li>
2601   
2602   
2603   
2604    <p style="margin-bottom: 0cm;">3DSMax exporter -
2605support mirrored bones </p>
2606
2607
2608
2609
2610  </li>
2611
2612
2613
2614
2615  <li>
2616   
2617   
2618   
2619    <p style="margin-bottom: 0cm;">Fix memory leak in Bsp
2620Collision demo </p>
2621
2622
2623
2624
2625  </li>
2626
2627
2628
2629
2630  <li>
2631   
2632   
2633   
2634    <p style="margin-bottom: 0cm;">Correct GLX
2635initialisation issue </p>
2636
2637
2638
2639
2640  </li>
2641
2642
2643
2644
2645  <li>
2646   
2647   
2648   
2649    <p style="margin-bottom: 0cm;">Objects which are
2650attached to bones are now properly picked up by scene queries and cast
2651shadows properly </p>
2652
2653
2654
2655
2656  </li>
2657
2658
2659
2660
2661  <li>
2662   
2663   
2664   
2665    <p style="margin-bottom: 0cm;">Fixed carrying forward
2666of manual loader through Material::applyDefaults</p>
2667
2668
2669
2670
2671  </li>
2672
2673
2674
2675
2676  <li>
2677   
2678   
2679   
2680    <p>A few other miscellaneous safety checks</p>
2681
2682
2683
2684
2685  </li>
2686
2687
2688
2689
2690</ul>
2691
2692
2693
2694
2695<p class="mainheader" align="left">v1.0.2
2696[Azathoth] (30 May 2005) -
2697Maintenance Release</p>
2698
2699
2700
2701
2702<ul>
2703
2704
2705
2706
2707  <li>
2708   
2709   
2710   
2711    <p style="margin-bottom: 0cm;">Mesh::buildTangentVectors
2712now deals with 32-bit indexes </p>
2713
2714
2715
2716
2717  </li>
2718
2719
2720
2721
2722  <li>
2723   
2724   
2725   
2726    <p style="margin-bottom: 0cm;">Re-introduce commented
2727out degenerate face test in progressive mesh, adds quality at very low
2728LOD levels </p>
2729
2730
2731
2732
2733  </li>
2734
2735
2736
2737
2738  <li>
2739   
2740   
2741   
2742    <p style="margin-bottom: 0cm;">Multisampling in GLX
2743corrected </p>
2744
2745
2746
2747
2748  </li>
2749
2750
2751
2752
2753  <li>
2754   
2755   
2756   
2757    <p style="margin-bottom: 0cm;">Documentation fixes </p>
2758
2759
2760
2761
2762  </li>
2763
2764
2765
2766
2767  <li>
2768   
2769   
2770   
2771    <p style="margin-bottom: 0cm;">A few state
2772optimisations in the rendersystem </p>
2773
2774
2775
2776
2777  </li>
2778
2779
2780
2781
2782  <li>
2783   
2784   
2785   
2786    <p style="margin-bottom: 0cm;">Removed calls to srand
2787in Math - user might want to control random number seeding </p>
2788
2789
2790
2791
2792  </li>
2793
2794
2795
2796
2797  <li>
2798   
2799   
2800   
2801    <p style="margin-bottom: 0cm;">Addition of a few minor
2802'getter' methods and const-correctness </p>
2803
2804
2805
2806
2807  </li>
2808
2809
2810
2811
2812  <li>
2813   
2814   
2815   
2816    <p style="margin-bottom: 0cm;">Matrix4 * Plane should
2817use inverse transpose to transform plane normal to deal with
2818non-uniform scale. </p>
2819
2820
2821
2822
2823  </li>
2824
2825
2826
2827
2828  <li>
2829   
2830   
2831   
2832    <p style="margin-bottom: 0cm;">GL: throw an exception
2833when we failed to properly initialise a texture, instead of a devide by
2834zero </p>
2835
2836
2837
2838
2839  </li>
2840
2841
2842
2843
2844  <li>
2845   
2846   
2847   
2848    <p style="margin-bottom: 0cm;">Fix for skeleton
2849serializer (showed up in XSI testing) - don't assume every bone has a
2850track. </p>
2851
2852
2853
2854
2855  </li>
2856
2857
2858
2859
2860  <li>
2861   
2862   
2863   
2864    <p style="margin-bottom: 0cm;">VC7.1 +
2865OGRE_DOUBLE_PRECISION fix </p>
2866
2867
2868
2869
2870  </li>
2871
2872
2873
2874
2875  <li>
2876   
2877   
2878   
2879    <p style="margin-bottom: 0cm;">Fix bug in
2880getSquaredViewDepth in WireBoundingBox </p>
2881
2882
2883
2884
2885  </li>
2886
2887
2888
2889
2890  <li>
2891   
2892   
2893   
2894    <p style="margin-bottom: 0cm;">Added useful fuzzy
2895comparison methods to Vector3 / Quaternion </p>
2896
2897
2898
2899
2900  </li>
2901
2902
2903
2904
2905  <li>
2906   
2907   
2908   
2909    <p style="margin-bottom: 0cm;">Add animation
2910optimisation methods to eliminate tracks which do nothing and duplicate
2911keyframes (used by default in XML converter) </p>
2912
2913
2914
2915
2916  </li>
2917
2918
2919
2920
2921  <li>
2922   
2923   
2924   
2925    <p style="margin-bottom: 0cm;">Include
2926quake3settings.cfg in SDK distribution </p>
2927
2928
2929
2930
2931  </li>
2932
2933
2934
2935
2936  <li>
2937   
2938   
2939   
2940    <p style="margin-bottom: 0cm;">Minor particle fixes </p>
2941
2942
2943
2944
2945  </li>
2946
2947
2948
2949
2950  <li>
2951   
2952   
2953   
2954    <p style="margin-bottom: 0cm;">Allow Renderable to
2955determine whether it can be overridden by camera as to the detail level
2956it renders at. Allows us to view the whole scene in wireframe but keep
2957the overlays solid by default. </p>
2958
2959
2960
2961
2962  </li>
2963
2964
2965
2966
2967  <li>
2968   
2969   
2970   
2971    <p style="margin-bottom: 0cm;">Bugfix - when
2972bulk-loading resources, unsupported high-level and assembler programs
2973end up getting loaded since they are part of the declared resources in
2974the group </p>
2975
2976
2977
2978
2979  </li>
2980
2981
2982
2983
2984  <li>
2985   
2986   
2987   
2988    <p style="margin-bottom: 0cm;">Fix resource counting
2989bug on bulk loading </p>
2990
2991
2992
2993
2994  </li>
2995
2996
2997
2998
2999  <li>
3000   
3001   
3002   
3003    <p style="margin-bottom: 0cm;">GLX backdrop image now
3004embedded </p>
3005
3006
3007
3008
3009  </li>
3010
3011
3012
3013
3014  <li>
3015   
3016   
3017   
3018    <p style="margin-bottom: 0cm;">StringConverter::parseUnsignedInt
3019fixed for boundary numbers </p>
3020
3021
3022
3023
3024  </li>
3025
3026
3027
3028
3029  <li>
3030   
3031   
3032   
3033    <p style="margin-bottom: 0cm;">Fixed OgreGLTexture and
3034compressed textures delete [] mismatch </p>
3035
3036
3037
3038
3039  </li>
3040
3041
3042
3043
3044  <li>
3045   
3046   
3047   
3048    <p style="margin-bottom: 0cm;">Timer - compensate for
3049QueryPerformanceCounter hiccups on some chipsets </p>
3050
3051
3052
3053
3054  </li>
3055
3056
3057
3058
3059  <li>
3060   
3061   
3062   
3063    <p style="margin-bottom: 0cm;">MeshUpgrader should set
3064mesh padding factor to nothing to avoid adding extra padding </p>
3065
3066
3067
3068
3069  </li>
3070
3071
3072
3073
3074  <li>
3075   
3076   
3077   
3078    <p style="margin-bottom: 0cm;">Material - restore
3079manual loader and manual flag after applying defaults </p>
3080
3081
3082
3083
3084  </li>
3085
3086
3087
3088
3089  <li>
3090   
3091   
3092   
3093    <p style="margin-bottom: 0cm;">Fixed
3094Node::getPitch/getRoll/getYaw </p>
3095
3096
3097
3098
3099  </li>
3100
3101
3102
3103
3104  <li>
3105   
3106   
3107   
3108    <p style="margin-bottom: 0cm;">Implement
3109ParentWindowHandle for GLX - Disable FSAA for now, it's heavily
3110unstable for NVidia </p>
3111
3112
3113
3114
3115  </li>
3116
3117
3118
3119
3120  <li>
3121   
3122   
3123   
3124    <p style="margin-bottom: 0cm;">Don't try to log
3125exception when no LogManager exists yet </p>
3126
3127
3128
3129
3130  </li>
3131
3132
3133
3134
3135  <li>
3136   
3137   
3138   
3139    <p style="margin-bottom: 0cm;">Allow skeletons to
3140share animations with other skeletons (requires strict skeletal
3141structure matching) Supports a scale option to adapt animation to
3142matching skeletons with different sizes </p>
3143
3144
3145
3146
3147  </li>
3148
3149
3150
3151
3152  <li>
3153   
3154   
3155   
3156    <p style="margin-bottom: 0cm;">D3D9 window resizing
3157issues resolved </p>
3158
3159
3160
3161
3162  </li>
3163
3164
3165
3166
3167  <li>
3168   
3169   
3170   
3171    <p style="margin-bottom: 0cm;">Properly support
3172downgrading to 16-bit textures again via
3173TextureManager::getSingleton().enable32BitTextures(false) </p>
3174
3175
3176
3177
3178  </li>
3179
3180
3181
3182
3183  <li>
3184   
3185   
3186   
3187    <p style="margin-bottom: 0cm;">Small bugfix for
3188TerrainSceneManager (texture coords wrapped at 1 vertex too high) </p>
3189
3190
3191
3192
3193  </li>
3194
3195
3196
3197
3198  <li>
3199   
3200   
3201   
3202    <p style="margin-bottom: 0cm;">Some MingW and some
3203Linux distribution (e.g. Gentoo) build fixes </p>
3204
3205
3206
3207
3208  </li>
3209
3210
3211
3212
3213  <li>
3214   
3215   
3216   
3217    <p style="margin-bottom: 0cm;">Fix multi-pass
3218precision issue on nVidia when using GL </p>
3219
3220
3221
3222
3223  </li>
3224
3225
3226
3227
3228  <li>
3229   
3230   
3231   
3232    <p style="margin-bottom: 0cm;">Fixed Dynlib* deleted 2
3233times when unloading plugins manually </p>
3234
3235
3236
3237
3238  </li>
3239
3240
3241
3242
3243  <li>
3244   
3245   
3246   
3247    <p style="margin-bottom: 0cm;">Fixed BSP plugin
3248creating materials in wrong group </p>
3249
3250
3251
3252
3253  </li>
3254
3255
3256
3257
3258  <li>
3259   
3260   
3261   
3262    <p style="margin-bottom: 0cm;">Fixed unitialised
3263member mQueuedForDeletion in Pass </p>
3264
3265
3266
3267
3268  </li>
3269
3270
3271
3272
3273  <li>
3274   
3275   
3276   
3277    <p style="margin-bottom: 0cm;">Gui demo control name
3278strings fixed </p>
3279
3280
3281
3282
3283  </li>
3284
3285
3286
3287
3288  <li>
3289   
3290   
3291   
3292    <p style="margin-bottom: 0cm;">ResourceManager::load
3293methods (and derivatives) now reload an existing Resource which is
3294already present, but has been manually unloaded </p>
3295
3296
3297
3298
3299  </li>
3300
3301
3302
3303
3304  <li>
3305   
3306   
3307   
3308    <p style="margin-bottom: 0cm;">Fixes Linux boost
3309linking issue when --enable-threading used.&nbsp; Modified slightly
3310to check for the existence of the library during ./configure. </p>
3311
3312
3313
3314
3315  </li>
3316
3317
3318
3319
3320  <li>
3321   
3322   
3323   
3324    <p style="margin-bottom: 0cm;">Linux - disabled RTTI
3325and disabled the ability to use undefined symbols in plugin object
3326files. </p>
3327
3328
3329
3330
3331  </li>
3332
3333
3334
3335
3336  <li>
3337   
3338   
3339   
3340    <p style="margin-bottom: 0cm;">Fix ordering of
3341directional lights in GPU programs to be consistent </p>
3342
3343
3344
3345
3346  </li>
3347
3348
3349
3350
3351  <li>
3352   
3353   
3354   
3355    <p style="margin-bottom: 0cm;">Fix reloading of
3356high-level programs </p>
3357
3358
3359
3360
3361  </li>
3362
3363
3364
3365
3366  <li>
3367   
3368   
3369   
3370    <p style="margin-bottom: 0cm;">Don't do anything in
3371SharedPtr::setNull if already null, avoids issues with shared mutex for
3372null shared pointers. </p>
3373
3374
3375
3376
3377  </li>
3378
3379
3380
3381
3382  <li>
3383   
3384   
3385   
3386    <p>PanelOverlayElement can now live with materials which have
3387no texture units.</p>
3388
3389
3390
3391
3392  </li>
3393
3394
3395
3396
3397</ul>
3398
3399
3400
3401
3402<p class="mainheader" align="left">v1.0.1
3403[Azathoth] (10 April 2005) -
3404Maintenance Release</p>
3405
3406
3407
3408
3409<ul>
3410
3411
3412
3413
3414  <li>
3415   
3416   
3417   
3418    <p style="margin-bottom: 0cm;">Support for Cg 1.3 </p>
3419
3420
3421
3422
3423  </li>
3424
3425
3426
3427
3428  <li>
3429   
3430   
3431   
3432    <p style="margin-bottom: 0cm;">ConfigFile no longer
3433crashes on empty parameter values </p>
3434
3435
3436
3437
3438  </li>
3439
3440
3441
3442
3443  <li>
3444   
3445   
3446   
3447    <p style="margin-bottom: 0cm;">Fix crash when using
3448sharing skeleton instance between entities </p>
3449
3450
3451
3452
3453  </li>
3454
3455
3456
3457
3458  <li>
3459   
3460   
3461   
3462    <p style="margin-bottom: 0cm;">Shutdown primary
3463rendertarget last, fix for crash on ATI OpenGL shutdown when using
3464multiple targets. </p>
3465
3466
3467
3468
3469  </li>
3470
3471
3472
3473
3474  <li>
3475   
3476   
3477   
3478    <p style="margin-bottom: 0cm;">Fixed shutdown bug when
3479exiting in frameEnded and using software skinned entities </p>
3480
3481
3482
3483
3484  </li>
3485
3486
3487
3488
3489  <li>
3490   
3491   
3492   
3493    <p style="margin-bottom: 0cm;">Fixed shutdown bug when
3494using a Cg-based custom material in TerrainSceneManager </p>
3495
3496
3497
3498
3499  </li>
3500
3501
3502
3503
3504  <li>
3505   
3506   
3507   
3508    <p style="margin-bottom: 0cm;">Tolerate not having
3509loaded a texture to allow people making editors to apply materials
3510which have missing resources. </p>
3511
3512
3513
3514
3515  </li>
3516
3517
3518
3519
3520  <li>
3521   
3522   
3523   
3524    <p style="margin-bottom: 0cm;">Fixed the case of
3525vertex_program in OgreGLGpuProgramManager.cpp </p>
3526
3527
3528
3529
3530  </li>
3531
3532
3533
3534
3535  <li>
3536   
3537   
3538   
3539    <p style="margin-bottom: 0cm;">Modified
3540--with-platform=GLX to look for X11 headers. </p>
3541
3542
3543
3544
3545  </li>
3546
3547
3548
3549
3550  <li>
3551   
3552   
3553   
3554    <p style="margin-bottom: 0cm;">Fix display corruption
3555on DDS with custom mipmaps via DevIL (ie GL); the custom mipmaps are
3556not loaded yet so just ignore them. D3D9 unaffected. </p>
3557
3558
3559
3560
3561  </li>
3562
3563
3564
3565
3566  <li>
3567   
3568   
3569   
3570    <p style="margin-bottom: 0cm;">Fix bug when using
3571colour_op_ex and alpha_op_ex to supply manual colour and alpha at the
3572same time in the same texture unit </p>
3573
3574
3575
3576
3577  </li>
3578
3579
3580
3581
3582  <li>
3583   
3584   
3585   
3586    <p style="margin-bottom: 0cm;">Don't define *any*
3587memory macros if the user doesn't want them or we are in release mode </p>
3588
3589
3590
3591
3592  </li>
3593
3594
3595
3596
3597  <li>
3598   
3599   
3600   
3601    <p style="margin-bottom: 0cm;">Add CEGUI-OGRE.pc.in
3602back into the CEGUIRenderer. </p>
3603
3604
3605
3606
3607  </li>
3608
3609
3610
3611
3612  <li>
3613   
3614   
3615   
3616    <p style="margin-bottom: 0cm;">Fix bufferering area
3617contention in Zip </p>
3618
3619
3620
3621
3622  </li>
3623
3624
3625
3626
3627  <li>
3628   
3629   
3630   
3631    <p style="margin-bottom: 0cm;">Fixed particle system
3632so custom render queue id is properly passed through to renderer </p>
3633
3634
3635
3636
3637  </li>
3638
3639
3640
3641
3642  <li>
3643   
3644   
3645   
3646    <p style="margin-bottom: 0cm;">Deal with zero-volume
3647meshes in StaticGeometry </p>
3648
3649
3650
3651
3652  </li>
3653
3654
3655
3656
3657  <li>
3658   
3659   
3660   
3661    <p style="margin-bottom: 0cm;">Actually use the left
3662and right flags in StringUtil::trim </p>
3663
3664
3665
3666
3667  </li>
3668
3669
3670
3671
3672  <li>
3673   
3674   
3675   
3676    <p style="margin-bottom: 0cm;">cppunit m4 fix needed
3677for some autotools versions </p>
3678
3679
3680
3681
3682  </li>
3683
3684
3685
3686
3687  <li>
3688   
3689   
3690   
3691    <p style="margin-bottom: 0cm;">Add
3692Exception::getDescription so that it is possible to get the
3693'description' field of the exception without the rest. This is useful
3694for printing or logging errors compactly. </p>
3695
3696
3697
3698
3699  </li>
3700
3701
3702
3703
3704  <li>
3705   
3706   
3707   
3708    <p style="margin-bottom: 0cm;">Make
3709SceneManager::setSkyBox, setSkyPlane and setSkyDome only set their
3710respective enabled flags at the end of the function. This makes sure
3711that when an exception happens the renderloop will not crash in its
3712next iteration. </p>
3713
3714
3715
3716
3717  </li>
3718
3719
3720
3721
3722  <li>
3723   
3724   
3725   
3726    <p style="margin-bottom: 0cm;">Added missing
3727OgreParticleSystemRenderer.h to OgreMain/include/Makefile.am </p>
3728
3729
3730
3731
3732  </li>
3733
3734
3735
3736
3737  <li>
3738   
3739   
3740   
3741    <p style="margin-bottom: 0cm;">Fixed sysrq key for GLX
3742    </p>
3743
3744
3745
3746
3747  </li>
3748
3749
3750
3751
3752  <li>
3753   
3754   
3755   
3756    <p style="margin-bottom: 0cm;">Fixed GLX screenshot
3757colours </p>
3758
3759
3760
3761
3762  </li>
3763
3764
3765
3766
3767  <li>
3768   
3769   
3770   
3771    <p style="margin-bottom: 0cm;">Fixed material
3772exporting in Milkshape </p>
3773
3774
3775
3776
3777  </li>
3778
3779
3780
3781
3782  <li>
3783   
3784   
3785   
3786    <p style="margin-bottom: 0cm;">Back buffer resizing,
3787dedicated depth stencil and lost device / destruction fixes for
3788additional swap chains under Direct3D9 </p>
3789
3790
3791
3792
3793  </li>
3794
3795
3796
3797
3798  <li>
3799   
3800   
3801   
3802    <p style="margin-bottom: 0cm;">Added many new shader
3803auto parameters; includes support for equivalents of many RenderMonkey
3804parameter bindings </p>
3805
3806
3807
3808
3809  </li>
3810
3811
3812
3813
3814  <li>
3815   
3816   
3817   
3818    <p style="margin-bottom: 0cm;">Allow usage of external
3819input system (GGI, SDL) with GLX </p>
3820
3821
3822
3823
3824  </li>
3825
3826
3827
3828
3829  <li>
3830   
3831   
3832   
3833    <p style="margin-bottom: 0cm;">Fixed display of self-
3834or common-oriented billboards that are attached to a rotated node </p>
3835
3836
3837
3838
3839  </li>
3840
3841
3842
3843
3844  <li>
3845   
3846   
3847   
3848    <p style="margin-bottom: 0cm;">Fix for CEGUI renderer
3849under latest Linux nVidia drivers; also increases performance of CEGUI
3850rendering </p>
3851
3852
3853
3854
3855  </li>
3856
3857
3858
3859
3860  <li>
3861   
3862   
3863   
3864    <p style="margin-bottom: 0cm;">XSI mesh and skeletal
3865animation exporter </p>
3866
3867
3868
3869
3870  </li>
3871
3872
3873
3874
3875  <li>
3876   
3877   
3878   
3879    <p style="margin-bottom: 0cm;">Added a missing
3880vertexbuffer unlock in MeshSerializerImpl::writeGeometry. </p>
3881
3882
3883
3884
3885  </li>
3886
3887
3888
3889
3890  <li>
3891   
3892   
3893   
3894    <p style="margin-bottom: 0cm;">Add explicitly named
3895methods to ConfigFile to resolve ambiguity when using defaulted
3896paramters </p>
3897
3898
3899
3900
3901  </li>
3902
3903
3904
3905
3906  <li>
3907   
3908   
3909   
3910    <p style="margin-bottom: 0cm;">Minor documentation
3911updates </p>
3912
3913
3914
3915
3916  </li>
3917
3918
3919
3920
3921  <li>
3922   
3923   
3924   
3925    <p style="margin-bottom: 0cm;">Hardware occlusion
3926support fixes </p>
3927
3928
3929
3930
3931  </li>
3932
3933
3934
3935
3936  <li>
3937   
3938   
3939   
3940    <p style="margin-bottom: 0cm;">Clean up some support
3941for D3D9 buffer lock options </p>
3942
3943
3944
3945
3946  </li>
3947
3948
3949
3950
3951  <li>
3952   
3953   
3954   
3955    <p style="margin-bottom: 0cm;">Fixed modifiers getting
3956lost on mouseup </p>
3957
3958
3959
3960
3961  </li>
3962
3963
3964
3965
3966  <li>
3967   
3968   
3969   
3970    <p style="margin-bottom: 0cm;">Frame / input event
3971Listener removal now doesn't invalidate iterators anymore </p>
3972
3973
3974
3975
3976  </li>
3977
3978
3979
3980
3981  <li>
3982   
3983   
3984   
3985    <p style="margin-bottom: 0cm;">Fixed
3986ResourceManager::resourceExists bug which caused it to return true when
3987the resource didn't exist. </p>
3988
3989
3990
3991
3992  </li>
3993
3994
3995
3996
3997  <li>
3998   
3999   
4000   
4001    <p style="margin-bottom: 0cm;">Initialise
4002mAnimController in the TextureUnitState copy contructor. </p>
4003
4004
4005
4006
4007  </li>
4008
4009
4010
4011
4012  <li>
4013   
4014   
4015   
4016    <p style="margin-bottom: 0cm;">Fixed a problem which
4017caused SkeletonInstance::unloadImpl() not to be called on destruction. </p>
4018
4019
4020
4021
4022  </li>
4023
4024
4025
4026
4027  <li>
4028   
4029   
4030   
4031    <p style="margin-bottom: 0cm;">Remove StringConverter
4032downcast warnings from MSVC </p>
4033
4034
4035
4036
4037  </li>
4038
4039
4040
4041
4042  <li>
4043   
4044   
4045   
4046    <p style="margin-bottom: 0cm;">Fixed a memory leak in
4047BspSceneManager when loading multiple maps </p>
4048
4049
4050
4051
4052  </li>
4053
4054
4055
4056
4057  <li>
4058   
4059   
4060   
4061    <p style="margin-bottom: 0cm;">Custom DDS mipmaps now
4062work in GL as well as D3D </p>
4063
4064
4065
4066
4067  </li>
4068
4069
4070
4071
4072  <li>
4073   
4074   
4075   
4076    <p style="margin-bottom: 0cm;">scene_blend now works
4077after D3D9 lost device recovery </p>
4078
4079
4080
4081
4082  </li>
4083
4084
4085
4086
4087  <li>
4088   
4089   
4090   
4091    <p style="margin-bottom: 0cm;">Potential D3D9 blending
4092state optimisation on some cards </p>
4093
4094
4095
4096
4097  </li>
4098
4099
4100
4101
4102  <li>
4103   
4104   
4105   
4106    <p style="margin-bottom: 0cm;">Fixed loading of
4107axes.mesh when displaying debug skeletons </p>
4108
4109
4110
4111
4112  </li>
4113
4114
4115
4116
4117  <li>
4118   
4119   
4120   
4121    <p style="margin-bottom: 0cm;">Specular highlights now
4122look the same in GL as D3D9, and secondary vertex colour now works
4123correctly in GL </p>
4124
4125
4126
4127
4128  </li>
4129
4130
4131
4132
4133  <li>
4134   
4135   
4136   
4137    <p style="margin-bottom: 0cm;">Code::Blocks support
4138and projects added </p>
4139
4140
4141
4142
4143  </li>
4144
4145
4146
4147
4148  <li>
4149   
4150   
4151   
4152    <p style="margin-bottom: 0cm;">Invisible lights are
4153now properly excluded from shadow calculations </p>
4154
4155
4156
4157
4158  </li>
4159
4160
4161
4162
4163  <li>
4164   
4165   
4166   
4167    <p>FSAA support in Win32 OpenGL </p>
4168
4169
4170
4171
4172  </li>
4173
4174
4175
4176
4177</ul>
4178
4179
4180
4181
4182<p class="mainheader" align="left">v1.0.0 Final
4183[Azathoth] (21 February
41842005) - Major Release</p>
4185
4186
4187
4188
4189<p align="left">The final 1.0.0 release includes a set of
4190bugfixes to
4191the original release candidate, and will also see the first emergence
4192of a precompiled SDK for OGRE. Again, if you are upgrading from
4193Hastur (0.15.x) please read the <a href="http://www.ogre3d.org/wiki/index.php/AzathothNotes">Azathoth
4194Porting Notes Wiki Page</a>. </p>
4195
4196
4197
4198
4199<p align="left">Bugfixes &amp; changes since RC1:</p>
4200
4201
4202
4203
4204<ul>
4205
4206
4207
4208
4209  <li>
4210   
4211   
4212   
4213    <p style="margin-bottom: 0cm;" align="left">Fixed
4214a couple of memory leaks and a buffer overrun in StaticGeometry</p>
4215
4216
4217
4218
4219  </li>
4220
4221
4222
4223
4224  <li>
4225   
4226   
4227   
4228    <p style="margin-bottom: 0cm;" align="left">API
4229doc introduction page added</p>
4230
4231
4232
4233
4234  </li>
4235
4236
4237
4238
4239  <li>
4240   
4241   
4242   
4243    <p style="margin-bottom: 0cm;" align="left">Fixed
4244version numbers in Linux build system</p>
4245
4246
4247
4248
4249  </li>
4250
4251
4252
4253
4254  <li>
4255   
4256   
4257   
4258    <p style="margin-bottom: 0cm;" align="left">ResourceGroupManager
4259iterator bugs and memory leak on removing groups fixed</p>
4260
4261
4262
4263
4264  </li>
4265
4266
4267
4268
4269  <li>
4270   
4271   
4272   
4273    <p style="margin-bottom: 0cm;" align="left">Vsync
4274option was not being passed correctly in D3D rendersystems</p>
4275
4276
4277
4278
4279  </li>
4280
4281
4282
4283
4284  <li>
4285   
4286   
4287   
4288    <p style="margin-bottom: 0cm;" align="left">Add
4289external access to software blend data in Entity</p>
4290
4291
4292
4293
4294  </li>
4295
4296
4297
4298
4299  <li>
4300   
4301   
4302   
4303    <p style="margin-bottom: 0cm;" align="left">Fix
4304DynLib .so appending issue on Linux</p>
4305
4306
4307
4308
4309  </li>
4310
4311
4312
4313
4314  <li>
4315   
4316   
4317   
4318    <p style="margin-bottom: 0cm;" align="left">Depth
4319bias fixed on D3D9 and GL</p>
4320
4321
4322
4323
4324  </li>
4325
4326
4327
4328
4329  <li>
4330   
4331   
4332   
4333    <p style="margin-bottom: 0cm;" align="left">Fixed
4334problem with particle systems in some fullscreen modes</p>
4335
4336
4337
4338
4339  </li>
4340
4341
4342
4343
4344  <li>
4345   
4346   
4347   
4348    <p style="margin-bottom: 0cm;" align="left">Convert
4349paletted images to RGBA automatically</p>
4350
4351
4352
4353
4354  </li>
4355
4356
4357
4358
4359  <li>
4360   
4361   
4362   
4363    <p style="margin-bottom: 0cm;" align="left">Fix
4364a skeleton issue when unloading &amp; reloading resources</p>
4365
4366
4367
4368
4369  </li>
4370
4371
4372
4373
4374  <li>
4375   
4376   
4377   
4378    <p style="margin-bottom: 0cm;" align="left">Disable
4379fog when rendering shadow textures</p>
4380
4381
4382
4383
4384  </li>
4385
4386
4387
4388
4389  <li>
4390   
4391   
4392   
4393    <p style="margin-bottom: 0cm;" align="left">Allow
4394users to configure custom texture shadows; change caster &amp;
4395receiver material and texture format</p>
4396
4397
4398
4399
4400  </li>
4401
4402
4403
4404
4405  <li>
4406   
4407   
4408   
4409    <p style="margin-bottom: 0cm;" align="left">Fix
4410a shutdown problem when external apps linked directly to octree plugin</p>
4411
4412
4413
4414
4415  </li>
4416
4417
4418
4419
4420  <li>
4421   
4422   
4423   
4424    <p style="margin-bottom: 0cm;" align="left">OgreGuiRenderer
4425project moved from CEGUI source repository to Ogre repository to
4426simplify dependencies</p>
4427
4428
4429
4430
4431  </li>
4432
4433
4434
4435
4436  <li>
4437   
4438   
4439   
4440    <p style="margin-bottom: 0cm;" align="left">Be
4441tolerant of externally created LogManager instances</p>
4442
4443
4444
4445
4446  </li>
4447
4448
4449
4450
4451  <li>
4452   
4453   
4454   
4455    <p style="margin-bottom: 0cm;" align="left">Fix
4456crash on invalid DXTx surface sizes</p>
4457
4458
4459
4460
4461  </li>
4462
4463
4464
4465
4466  <li>
4467   
4468   
4469   
4470    <p style="margin-bottom: 0cm;" align="left">Image
4471based fonts fixed</p>
4472
4473
4474
4475
4476  </li>
4477
4478
4479
4480
4481  <li>
4482   
4483   
4484   
4485    <p style="margin-bottom: 0cm;" align="left">API
4486documentation content and style updates</p>
4487
4488
4489
4490
4491  </li>
4492
4493
4494
4495
4496  <li>
4497   
4498   
4499   
4500    <p style="margin-bottom: 0cm;" align="left">Update
4501version of image scaling routines</p>
4502
4503
4504
4505
4506  </li>
4507
4508
4509
4510
4511  <li>
4512   
4513   
4514   
4515    <p style="margin-bottom: 0cm;" align="left">Fix
4516a bug with the translation of scene_blend modulate</p>
4517
4518
4519
4520
4521  </li>
4522
4523
4524
4525
4526</ul>
4527
4528
4529
4530
4531<p style="margin-left: 0.77cm; margin-bottom: 0cm;" align="left"><br>
4532
4533
4534
4535
4536</p>
4537
4538
4539
4540
4541<p class="mainheader" align="left">v1.0.0 RC1
4542[Azathoth] (5 February
45432005) - Major Release</p>
4544
4545
4546
4547
4548<p>1.0.0 is a big release, and due to us wanting to freeze
4549interfaces
4550at the best possible level for 1.0.0 there are more interface
4551breaking changes in 1.0.0 than is typical for previous releases. For
4552the full lowdown on upgrading your code from Hastur (0.15.x) to
4553Azathoth (1.0.x) , please see the <a href="http://www.ogre3d.org/wiki/index.php/AzathothNotes">Azathoth
4554Porting Notes Wiki Page</a>. </p>
4555
4556
4557
4558
4559<p align="left">Enhancements and new Features:</p>
4560
4561
4562
4563
4564<ul>
4565
4566
4567
4568
4569  <li>
4570   
4571   
4572   
4573    <p style="margin-bottom: 0cm;">Resource System
4574Overhaul: </p>
4575
4576
4577
4578
4579   
4580   
4581   
4582    <ul>
4583
4584
4585
4586
4587      <li>
4588       
4589       
4590       
4591        <p style="margin-bottom: 0cm;">Resources now
4592addressed through shared pointers </p>
4593
4594
4595
4596
4597      </li>
4598
4599
4600
4601
4602      <li>
4603       
4604       
4605       
4606        <p style="margin-bottom: 0cm;">Resource groups can
4607now be defined so that you can load and unload resources in groups, and
4608also set up group-specific search paths and scripting tasks. </p>
4609
4610
4611
4612
4613      </li>
4614
4615
4616
4617
4618      <li>
4619       
4620       
4621       
4622        <p style="margin-bottom: 0cm;">Manual resource
4623provision formalised; there is now a ManualLoader class that should be
4624implemented when creating resources in code; this allows resource
4625reloads to be possible in all cases </p>
4626
4627
4628
4629
4630      </li>
4631
4632
4633
4634
4635      <li>
4636       
4637       
4638       
4639        <p style="margin-bottom: 0cm;">Streaming support -
4640data is now accessed from Ogre's virtual file system solely through the
4641DataStream class (and subclasses), meaning that accessing very large
4642files efficiently is now possible while still using the resource
4643system. </p>
4644
4645
4646
4647
4648      </li>
4649
4650
4651
4652
4653      <li>
4654       
4655       
4656       
4657        <p style="margin-bottom: 0cm;">Loading progress
4658reports; you can now register ResourceGroupListeners in order to
4659implement loading bars </p>
4660
4661
4662
4663
4664      </li>
4665
4666
4667
4668
4669      <li>
4670       
4671       
4672       
4673        <p style="margin-bottom: 0cm;">Thread safety -
4674steps have been taked to make the resource system thread-safe to allow
4675background loading. This feature is experimental and should only be
4676used by experienced users. </p>
4677
4678
4679
4680
4681      </li>
4682
4683
4684
4685
4686   
4687   
4688   
4689    </ul>
4690
4691
4692
4693
4694  </li>
4695
4696
4697
4698
4699  <li>
4700   
4701   
4702   
4703    <p style="margin-bottom: 0cm;">Hardware Pixel Buffers
4704&amp; Image enhancements: </p>
4705
4706
4707
4708
4709   
4710   
4711   
4712    <ul>
4713
4714
4715
4716
4717      <li>
4718       
4719       
4720       
4721        <p style="margin-bottom: 0cm;">Direct access to
4722read / write to texture surfaces through the HardwarePixelBuffer class,
4723including mip levels, cube surfaces and volume slices </p>
4724
4725
4726
4727
4728      </li>
4729
4730
4731
4732
4733      <li>
4734       
4735       
4736       
4737        <p style="margin-bottom: 0cm;">Pixel formats have
4738been extended, are now unambiguous across endianness, having separate
4739'native' endian formats and per-byte formats </p>
4740
4741
4742
4743
4744      </li>
4745
4746
4747
4748
4749      <li>
4750       
4751       
4752       
4753        <p style="margin-bottom: 0cm;">Support for
4754floating-point pixel formats, luminence formats, depth formats, and
4755compressed formats </p>
4756
4757
4758
4759
4760      </li>
4761
4762
4763
4764
4765      <li>
4766       
4767       
4768       
4769        <p style="margin-bottom: 0cm;">Image class has
4770been tidied and enhanced to support composite images (like cube maps) </p>
4771
4772
4773
4774
4775      </li>
4776
4777
4778
4779
4780      <li>
4781       
4782       
4783       
4784        <p style="margin-bottom: 0cm;">PixelUtil class now
4785provides access to all pixel format conversion functions, with
4786optimised templated conversion routines available in capable compilers </p>
4787
4788
4789
4790
4791      </li>
4792
4793
4794
4795
4796   
4797   
4798   
4799    </ul>
4800
4801
4802
4803
4804  </li>
4805
4806
4807
4808
4809  <li>
4810   
4811   
4812   
4813    <p style="margin-bottom: 0cm;">High Dynamic Range
4814(HDR) rendering support: </p>
4815
4816
4817
4818
4819   
4820   
4821   
4822    <ul>
4823
4824
4825
4826
4827      <li>
4828       
4829       
4830       
4831        <p style="margin-bottom: 0cm;">Create render
4832textures in floating-point pixel formats </p>
4833
4834
4835
4836
4837      </li>
4838
4839
4840
4841
4842      <li>
4843       
4844       
4845       
4846        <p style="margin-bottom: 0cm;">Load .hdr or .exr
4847textures from disk using the OpenEXR plugin (optional) </p>
4848
4849
4850
4851
4852      </li>
4853
4854
4855
4856
4857   
4858   
4859   
4860    </ul>
4861
4862
4863
4864
4865  </li>
4866
4867
4868
4869
4870  <li>
4871   
4872   
4873   
4874    <p style="margin-bottom: 0cm;">Particle System
4875enhancements: Particle systems are no longer limited to rendering with
4876billboards, they render through instances of ParticleSystemRenderer
4877subclasses, which can be implemented in plugins and added at runtime.
4878Use of these alternative renderers is scriptable and can be used to
4879implement alternative particle types like ribbons. </p>
4880
4881
4882
4883
4884  </li>
4885
4886
4887
4888
4889  <li>
4890   
4891   
4892   
4893    <p style="margin-bottom: 0cm;">GUI changes: </p>
4894
4895
4896
4897
4898   
4899   
4900   
4901    <ul>
4902
4903
4904
4905
4906      <li>
4907       
4908       
4909       
4910        <p style="margin-bottom: 0cm;">The OGRE internal
4911GUI has been replaced with <a href="http://www.cegui.org.uk/">Crazy
4912Eddie's GUI</a>, a superior GUI system which follows the same
4913kind of design principles as Ogre itself (portable, clean OO code). </p>
4914
4915
4916
4917
4918      </li>
4919
4920
4921
4922
4923      <li>
4924       
4925       
4926       
4927        <p style="margin-bottom: 0cm;">Non-interactive
4928overlays remain within OGRE itself, the classes have been renamed
4929*OverlayElement instead of *GuiElement to reflect their role </p>
4930
4931
4932
4933
4934      </li>
4935
4936
4937
4938
4939   
4940   
4941   
4942    </ul>
4943
4944
4945
4946
4947  </li>
4948
4949
4950
4951
4952  <li>
4953   
4954   
4955   
4956    <p style="margin-bottom: 0cm;"><b><font color="#006600">Material changes</font></b>: </p>
4957
4958
4959
4960
4961   
4962   
4963   
4964    <ul>
4965
4966
4967
4968
4969      <li>
4970       
4971       
4972       
4973        <p style="margin-bottom: 0cm;">alpha_rejection has
4974been moved from the texture_unit to the pass </p>
4975
4976
4977
4978
4979      </li>
4980
4981
4982
4983
4984      <li>
4985       
4986       
4987       
4988        <p style="margin-bottom: 0cm;">Linking vertex
4989colours to material attributes; you can now link vertex colours to any
4990of the diffuse, specular, emissive or ambient material attribures,
4991(e.g. 'ambient vertexcolour') rather than the linkage being implicit. </p>
4992
4993
4994
4995
4996      </li>
4997
4998
4999
5000
5001      <li>
5002       
5003       
5004       
5005        <p style="margin-bottom: 0cm;">You can now define
5006the number of mipmaps to be generated when loading a texture in the
5007material script, from '0' to 'unlimited' </p>
5008
5009
5010
5011
5012      </li>
5013
5014
5015
5016
5017   
5018   
5019   
5020    </ul>
5021
5022
5023
5024
5025  </li>
5026
5027
5028
5029
5030  <li>
5031   
5032   
5033   
5034    <p style="margin-bottom: 0cm;">New StaticGeometry
5035class allows you to batch up individual meshes and render thousands of
5036them far more efficiently than if they were separate movable objects </p>
5037
5038
5039
5040
5041  </li>
5042
5043
5044
5045
5046  <li>
5047   
5048   
5049   
5050    <p style="margin-bottom: 0cm;">GL now supports render
5051textures larger than the frame buffer (through pbuffers) </p>
5052
5053
5054
5055
5056  </li>
5057
5058
5059
5060
5061  <li>
5062   
5063   
5064   
5065    <p style="margin-bottom: 0cm;">D3D9 uses best possible
5066filter method supported by hardware for generating Mipmaps, this can
5067improve display quality especially when using trilinear filtering </p>
5068
5069
5070
5071
5072  </li>
5073
5074
5075
5076
5077  <li>
5078   
5079   
5080   
5081    <p style="margin-bottom: 0cm;">Support all image types
5082that DevIL can load: bmp, gif, hdr, ico, jpeg, pnm, mng and many more </p>
5083
5084
5085
5086
5087  </li>
5088
5089
5090
5091
5092  <li>
5093   
5094   
5095   
5096    <p style="margin-bottom: 0cm;">GLX, SDL, D3D9:
5097FSAA(Full Scene AntiAliasing) support improved </p>
5098
5099
5100
5101
5102  </li>
5103
5104
5105
5106
5107  <li>
5108   
5109   
5110   
5111    <p style="margin-bottom: 0cm;">Image codecs are now
5112completely replaceable, if you wish to remove the use of DevIL </p>
5113
5114
5115
5116
5117  </li>
5118
5119
5120
5121
5122  <li>
5123   
5124   
5125   
5126    <p style="margin-bottom: 0cm;">Better support for 3D
5127and compressed textures </p>
5128
5129
5130
5131
5132  </li>
5133
5134
5135
5136
5137  <li>
5138   
5139   
5140   
5141    <p style="margin-bottom: 0cm;">New and improved demos:
5142    </p>
5143
5144
5145
5146
5147   
5148   
5149   
5150    <ul>
5151
5152
5153
5154
5155      <li>
5156       
5157       
5158       
5159        <p style="margin-bottom: 0cm;">'DynTex' shows how
5160to procedurally generate textures using the new pixel buffer API </p>
5161
5162
5163
5164
5165      </li>
5166
5167
5168
5169
5170      <li>
5171       
5172       
5173       
5174        <p style="margin-bottom: 0cm;">'VolumeTex'
5175demonstrates volume rendering and procedurally generated meshes and 3D
5176textures </p>
5177
5178
5179
5180
5181      </li>
5182
5183
5184
5185
5186      <li>
5187       
5188       
5189       
5190        <p style="margin-bottom: 0cm;">'Grass'
5191demonstrates the use of the new StaticGeometry class to batch up lots
5192of individual meshes </p>
5193
5194
5195
5196
5197      </li>
5198
5199
5200
5201
5202      <li>
5203       
5204       
5205       
5206        <p style="margin-bottom: 0cm;">'Gui' has been
5207updated to use Crazy Eddies GUI. </p>
5208
5209
5210
5211
5212      </li>
5213
5214
5215
5216
5217   
5218   
5219   
5220    </ul>
5221
5222
5223
5224
5225  </li>
5226
5227
5228
5229
5230  <li>
5231   
5232   
5233   
5234    <p style="margin-bottom: 0cm;">Interface to
5235RenderSystem::createWindow and RenderSystem::createRenderTexture
5236cleaned up and made more flexible </p>
5237
5238
5239
5240
5241  </li>
5242
5243
5244
5245
5246  <li>
5247   
5248   
5249   
5250    <p style="margin-bottom: 0cm;">Support Athlon 64 in
5251native 64-bit mode (Linux) </p>
5252
5253
5254
5255
5256  </li>
5257
5258
5259
5260
5261  <li>
5262   
5263   
5264   
5265    <p style="margin-bottom: 0cm;">Support running the
5266OGRE core in double precision floating point mode through the use of
5267OGRE_DOUBLE_PRECISION </p>
5268
5269
5270
5271
5272  </li>
5273
5274
5275
5276
5277  <li>
5278   
5279   
5280   
5281    <p style="margin-bottom: 0cm;">Add 'inverse transform'
5282automatic shader parameter bindings </p>
5283
5284
5285
5286
5287  </li>
5288
5289
5290
5291
5292  <li>
5293   
5294   
5295   
5296    <p style="margin-bottom: 0cm;">MinGW/Cygwin build
5297system using auto* tools included </p>
5298
5299
5300
5301
5302  </li>
5303
5304
5305
5306
5307  <li>
5308   
5309   
5310   
5311    <p>Visual C++ 2005 Beta support </p>
5312
5313
5314
5315
5316  </li>
5317
5318
5319
5320
5321</ul>
5322
5323
5324
5325
5326<p align="left">Bugfixes:</p>
5327
5328
5329
5330
5331<ul>
5332
5333
5334
5335
5336  <li>
5337   
5338   
5339   
5340    <p style="margin-bottom: 0cm;">Fixed texture_view_proj
5341shader parameter binding </p>
5342
5343
5344
5345
5346  </li>
5347
5348
5349
5350
5351  <li>
5352   
5353   
5354   
5355    <p style="margin-bottom: 0cm;">Terrain now supports
5356texture shadows </p>
5357
5358
5359
5360
5361  </li>
5362
5363
5364
5365
5366  <li>
5367   
5368   
5369   
5370    <p style="margin-bottom: 0cm;">Fixed 4-weight hardware
5371skinning vertex shader </p>
5372
5373
5374
5375
5376  </li>
5377
5378
5379
5380
5381  <li>
5382   
5383   
5384   
5385    <p style="margin-bottom: 0cm;">Fixed possible texture
5386frame overflow in animated texture controller </p>
5387
5388
5389
5390
5391  </li>
5392
5393
5394
5395
5396  <li>
5397   
5398   
5399   
5400    <p>GLX: alt-tab now allows mouse to escape window </p>
5401
5402
5403
5404
5405  </li>
5406
5407
5408
5409
5410</ul>
5411
5412
5413
5414
5415<p class="mainheader" align="left">v0.15.2 [Hastur]
5416(13 January 2005) -
5417Maintenance Release</p>
5418
5419
5420
5421
5422<p align="left">Changes:</p>
5423
5424
5425
5426
5427<ul>
5428
5429
5430
5431
5432  <li>
5433   
5434   
5435   
5436    <p style="margin-bottom: 0cm;">Stencil shadows: </p>
5437
5438
5439
5440
5441   
5442   
5443   
5444    <ul>
5445
5446
5447
5448
5449      <li>
5450       
5451       
5452       
5453        <p style="margin-bottom: 0cm;">Runtime performance
5454improvements </p>
5455
5456
5457
5458
5459      </li>
5460
5461
5462
5463
5464      <li>
5465       
5466       
5467       
5468        <p style="margin-bottom: 0cm;">Edge list
5469construction can now deal with non-manifold meshes, and is faster. You
5470can re-calculate edge lists on your affected .mesh files by using
5471OgreXmlConverter to convert to XML and back. </p>
5472
5473
5474
5475
5476      </li>
5477
5478
5479
5480
5481      <li>
5482       
5483       
5484       
5485        <p style="margin-bottom: 0cm;">Shadow culling
5486fixes including in reflected camera scenarios </p>
5487
5488
5489
5490
5491      </li>
5492
5493
5494
5495
5496   
5497   
5498   
5499    </ul>
5500
5501
5502
5503
5504  </li>
5505
5506
5507
5508
5509  <li>
5510   
5511   
5512   
5513    <p style="margin-bottom: 0cm;">TerrainSceneManager:
5514Fixed crash when you clear the terrain scene but don't call
5515setWorldGeometry again </p>
5516
5517
5518
5519
5520  </li>
5521
5522
5523
5524
5525  <li>
5526   
5527   
5528   
5529    <p style="margin-bottom: 0cm;">Direct3D textures:
5530Prefer D3DFMT_X8R8G8B8 over D3DFMT_R8G8B8 for texture formats, and
5531disable auto mipmap generation when mipmaps == 0 </p>
5532
5533
5534
5535
5536  </li>
5537
5538
5539
5540
5541  <li>
5542   
5543   
5544   
5545    <p style="margin-bottom: 0cm;">BillboardSet: avoid
5546double-free crashes under certain calling orders. </p>
5547
5548
5549
5550
5551  </li>
5552
5553
5554
5555
5556  <li>
5557   
5558   
5559   
5560    <p style="margin-bottom: 0cm;">Camera: </p>
5561
5562
5563
5564
5565   
5566   
5567   
5568    <ul>
5569
5570
5571
5572
5573      <li>
5574       
5575       
5576       
5577        <p style="margin-bottom: 0cm;">Better safety
5578checks for bad parameters to setDirection </p>
5579
5580
5581
5582
5583      </li>
5584
5585
5586
5587
5588      <li>
5589       
5590       
5591       
5592        <p style="margin-bottom: 0cm;">Camera::getCameraToViewportRay
5593now works for orthographic projection </p>
5594
5595
5596
5597
5598      </li>
5599
5600
5601
5602
5603   
5604   
5605   
5606    </ul>
5607
5608
5609
5610
5611  </li>
5612
5613
5614
5615
5616  <li>
5617   
5618   
5619   
5620    <p style="margin-bottom: 0cm;">GL: </p>
5621
5622
5623
5624
5625   
5626   
5627   
5628    <ul>
5629
5630
5631
5632
5633      <li>
5634       
5635       
5636       
5637        <p style="margin-bottom: 0cm;">Added virtual
5638keyword to GLSupport::setExternalWindowHandle </p>
5639
5640
5641
5642
5643      </li>
5644
5645
5646
5647
5648      <li>
5649       
5650       
5651       
5652        <p style="margin-bottom: 0cm;">Fix a couple of
5653potential consistency issues in fixed-function lighting states </p>
5654
5655
5656
5657
5658      </li>
5659
5660
5661
5662
5663   
5664   
5665   
5666    </ul>
5667
5668
5669
5670
5671  </li>
5672
5673
5674
5675
5676  <li>
5677   
5678   
5679   
5680    <p style="margin-bottom: 0cm;">Scene Queries: </p>
5681
5682
5683
5684
5685   
5686   
5687   
5688    <ul>
5689
5690
5691
5692
5693      <li>
5694       
5695       
5696       
5697        <p style="margin-bottom: 0cm;">Query mask flags
5698for world geometry made more explicit </p>
5699
5700
5701
5702
5703      </li>
5704
5705
5706
5707
5708      <li>
5709       
5710       
5711       
5712        <p style="margin-bottom: 0cm;">Boolean result from
5713query listeners consistently respected </p>
5714
5715
5716
5717
5718      </li>
5719
5720
5721
5722
5723      <li>
5724       
5725       
5726       
5727        <p style="margin-bottom: 0cm;">Added specialised
5728BspRaySceneQuery for fast BSP ray results </p>
5729
5730
5731
5732
5733      </li>
5734
5735
5736
5737
5738      <li>
5739       
5740       
5741       
5742        <p style="margin-bottom: 0cm;">Don't match objects
5743which are attached to detached subtrees of the scene graph </p>
5744
5745
5746
5747
5748      </li>
5749
5750
5751
5752
5753   
5754   
5755   
5756    </ul>
5757
5758
5759
5760
5761  </li>
5762
5763
5764
5765
5766  <li>
5767   
5768   
5769   
5770    <p style="margin-bottom: 0cm;">Font: several fixes to
5771make on-screen fonts much crisper </p>
5772
5773
5774
5775
5776  </li>
5777
5778
5779
5780
5781  <li>
5782   
5783   
5784   
5785    <p style="margin-bottom: 0cm;">Windows: requested size
5786now translated to client area size in windowed mode (except if full
5787window size exceeds the desktop size) </p>
5788
5789
5790
5791
5792  </li>
5793
5794
5795
5796
5797  <li>
5798   
5799   
5800   
5801    <p style="margin-bottom: 0cm;">Material scripts:
5802automatic GPU program parameter 'projection_matrix' now parsed
5803correctly </p>
5804
5805
5806
5807
5808  </li>
5809
5810
5811
5812
5813  <li>
5814   
5815   
5816   
5817    <p style="margin-bottom: 0cm;">VC7.1+ STL: Avoid long
5818shutdown in debug mode </p>
5819
5820
5821
5822
5823  </li>
5824
5825
5826
5827
5828  <li>
5829   
5830   
5831   
5832    <p style="margin-bottom: 0cm;">VC6: Added /Zm option
5833to VC6 to avoid compiler out of heap space errors </p>
5834
5835
5836
5837
5838  </li>
5839
5840
5841
5842
5843  <li>
5844   
5845   
5846   
5847    <p style="margin-bottom: 0cm;">Blender exporter: </p>
5848
5849
5850
5851
5852   
5853   
5854   
5855    <ul>
5856
5857
5858
5859
5860      <li>
5861       
5862       
5863       
5864        <p style="margin-bottom: 0cm;">Fixed calculation
5865of initial bone rotation. </p>
5866
5867
5868
5869
5870      </li>
5871
5872
5873
5874
5875      <li>
5876       
5877       
5878       
5879        <p style="margin-bottom: 0cm;">Restored
5880possibility to export an armature as mesh. </p>
5881
5882
5883
5884
5885      </li>
5886
5887
5888
5889
5890      <li>
5891       
5892       
5893       
5894        <p style="margin-bottom: 0cm;">Option to export in
5895objects local coordinates. </p>
5896
5897
5898
5899
5900      </li>
5901
5902
5903
5904
5905      <li>
5906       
5907       
5908       
5909        <p style="margin-bottom: 0cm;">Allow image
5910textures to be assigned via a material texture channel. </p>
5911
5912
5913
5914
5915      </li>
5916
5917
5918
5919
5920      <li>
5921       
5922       
5923       
5924        <p style="margin-bottom: 0cm;">Preliminary bump
5925map support. </p>
5926
5927
5928
5929
5930      </li>
5931
5932
5933
5934
5935      <li>
5936       
5937       
5938       
5939        <p style="margin-bottom: 0cm;">Option to run
5940OgreXMLConverter automatically </p>
5941
5942
5943
5944
5945      </li>
5946
5947
5948
5949
5950   
5951   
5952   
5953    </ul>
5954
5955
5956
5957
5958  </li>
5959
5960
5961
5962
5963  <li>
5964   
5965   
5966   
5967    <p style="margin-bottom: 0cm;">3DS exporter: </p>
5968
5969
5970
5971
5972   
5973   
5974   
5975    <ul>
5976
5977
5978
5979
5980      <li>
5981       
5982       
5983       
5984        <p style="margin-bottom: 0cm;">Export vertex alpha
5985export as the a component of the vertex color </p>
5986
5987
5988
5989
5990      </li>
5991
5992
5993
5994
5995      <li>
5996       
5997       
5998       
5999        <p style="margin-bottom: 0cm;">Fixed a couple of
6000bugs in UV export (inc multi-UV export) </p>
6001
6002
6003
6004
6005      </li>
6006
6007
6008
6009
6010      <li>
6011       
6012       
6013       
6014        <p style="margin-bottom: 0cm;">Fix a bug for IK
6015export </p>
6016
6017
6018
6019
6020      </li>
6021
6022
6023
6024
6025      <li>
6026       
6027       
6028       
6029        <p style="margin-bottom: 0cm;">Speed up the mesh
6030export process. No very easy to notice for small objects but great
6031speed improvements for very big objects. </p>
6032
6033
6034
6035
6036      </li>
6037
6038
6039
6040
6041      <li>
6042       
6043       
6044       
6045        <p style="margin-bottom: 0cm;">Any kind of objects
6046can now be part of the hierarchy if they are part of the Skin/Physique
6047modifier. </p>
6048
6049
6050
6051
6052      </li>
6053
6054
6055
6056
6057      <li>
6058       
6059       
6060       
6061        <p style="margin-bottom: 0cm;">Log a warning when
6062there is a vertex with more than 4 bones assigned. </p>
6063
6064
6065
6066
6067      </li>
6068
6069
6070
6071
6072      <li>
6073       
6074       
6075       
6076        <p style="margin-bottom: 0cm;">Scale of 0.0 is no
6077longer possible. 0.0 is replaced by 1.0 when used. </p>
6078
6079
6080
6081
6082      </li>
6083
6084
6085
6086
6087      <li>
6088       
6089       
6090       
6091        <p style="margin-bottom: 0cm;">Animation names are
6092properly exported when using multiple animations. </p>
6093
6094
6095
6096
6097      </li>
6098
6099
6100
6101
6102   
6103   
6104   
6105    </ul>
6106
6107
6108
6109
6110  </li>
6111
6112
6113
6114
6115  <li>
6116   
6117   
6118   
6119    <p style="margin-bottom: 0cm;">Memory manager: Fix use
6120of memory macros without namespace Ogre </p>
6121
6122
6123
6124
6125  </li>
6126
6127
6128
6129
6130  <li>
6131   
6132   
6133   
6134    <p style="margin-bottom: 0cm;">Manual updates: </p>
6135
6136
6137
6138
6139   
6140   
6141   
6142    <ul>
6143
6144
6145
6146
6147      <li>
6148       
6149       
6150       
6151        <p style="margin-bottom: 0cm;">Mention optional
6152alpha components to ambient / diffuse / specular / emissive </p>
6153
6154
6155
6156
6157      </li>
6158
6159
6160
6161
6162      <li>
6163       
6164       
6165       
6166        <p>Documented additional community-contributed particle
6167emitters / affectors </p>
6168
6169
6170
6171
6172      </li>
6173
6174
6175
6176
6177   
6178   
6179   
6180    </ul>
6181
6182
6183
6184
6185  </li>
6186
6187
6188
6189
6190</ul>
6191
6192
6193
6194
6195<p class="mainheader" align="left">v0.15.1 [Hastur]
6196(28 November 2004)
6197- Maintenance Release</p>
6198
6199
6200
6201
6202<p align="left">Bugfixes:</p>
6203
6204
6205
6206
6207<ul>
6208
6209
6210
6211
6212  <li>
6213   
6214   
6215   
6216    <p style="margin-bottom: 0cm;">Particle system
6217performance improved </p>
6218
6219
6220
6221
6222  </li>
6223
6224
6225
6226
6227  <li>
6228   
6229   
6230   
6231    <p style="margin-bottom: 0cm;">Blender exporter fixes
6232&amp; enhancements: </p>
6233
6234
6235
6236
6237   
6238   
6239   
6240    <ul>
6241
6242
6243
6244
6245      <li>
6246       
6247       
6248       
6249        <p style="margin-bottom: 0cm;">vertex colours
6250supported </p>
6251
6252
6253
6254
6255      </li>
6256
6257
6258
6259
6260      <li>
6261       
6262       
6263       
6264        <p style="margin-bottom: 0cm;">initial bone
6265rotation bug fixed </p>
6266
6267
6268
6269
6270      </li>
6271
6272
6273
6274
6275      <li>
6276       
6277       
6278       
6279        <p style="margin-bottom: 0cm;">location keyframe
6280export bug fixed</p>
6281
6282
6283
6284
6285      </li>
6286
6287
6288
6289
6290   
6291   
6292   
6293    </ul>
6294
6295
6296
6297
6298  </li>
6299
6300
6301
6302
6303  <li>
6304   
6305   
6306   
6307    <p style="margin-bottom: 0cm;">3DS Max exporter fixes
6308and enhancements<br>
6309
6310
6311
6312
6313(Note you must completely delete your existing exporter files and add
6314the new 'Ogre Exporter' button to your interface)</p>
6315
6316
6317
6318
6319   
6320   
6321   
6322    <ul>
6323
6324
6325
6326
6327      <li>
6328       
6329       
6330       
6331        <p style="margin-bottom: 0cm;">Smoothing groups
6332now work correctly </p>
6333
6334
6335
6336
6337      </li>
6338
6339
6340
6341
6342      <li>
6343       
6344       
6345       
6346        <p style="margin-bottom: 0cm;">Bones without any
6347vertices assignements will be exported correctly </p>
6348
6349
6350
6351
6352      </li>
6353
6354
6355
6356
6357      <li>
6358       
6359       
6360       
6361        <p style="margin-bottom: 0cm;">Biped export is now
6362automatic and is fixed up</p>
6363
6364
6365
6366
6367      </li>
6368
6369
6370
6371
6372      <li>
6373       
6374       
6375       
6376        <p style="margin-bottom: 0cm;">Specify edge list
6377precalculation, tangent vector precalculation (normal mapping) and LOD
6378generation </p>
6379
6380
6381
6382
6383      </li>
6384
6385
6386
6387
6388      <li>
6389       
6390       
6391       
6392        <p style="margin-bottom: 0cm;">Multiple UV
6393channels supported </p>
6394
6395
6396
6397
6398      </li>
6399
6400
6401
6402
6403      <li>
6404       
6405       
6406       
6407        <p style="margin-bottom: 0cm;">Multiple animation
6408support </p>
6409
6410
6411
6412
6413      </li>
6414
6415
6416
6417
6418      <li>
6419       
6420       
6421       
6422        <p style="margin-bottom: 0cm;">IK sampling
6423(experimental) </p>
6424
6425
6426
6427
6428      </li>
6429
6430
6431
6432
6433   
6434   
6435   
6436    </ul>
6437
6438
6439
6440
6441  </li>
6442
6443
6444
6445
6446  <li>
6447   
6448   
6449   
6450    <p style="margin-bottom: 0cm;">Lightwave exporter now
6451compatible with 0.15</p>
6452
6453
6454
6455
6456  </li>
6457
6458
6459
6460
6461  <li>
6462   
6463   
6464   
6465    <p style="margin-bottom: 0cm;">Removing texture
6466effects did not remove properly controllers</p>
6467
6468
6469
6470
6471  </li>
6472
6473
6474
6475
6476  <li>
6477   
6478   
6479   
6480    <p style="margin-bottom: 0cm;">MipFilter now set
6481correctly when using TextureUnitState::setTextureFiltering</p>
6482
6483
6484
6485
6486  </li>
6487
6488
6489
6490
6491  <li>
6492   
6493   
6494   
6495    <p style="margin-bottom: 0cm;">Mesh fix: allow manual
6496LOD to be created even after edge lists have been built </p>
6497
6498
6499
6500
6501  </li>
6502
6503
6504
6505
6506  <li>
6507   
6508   
6509   
6510    <p style="margin-bottom: 0cm;">Fixed handling of
6511overlays with 3D elements </p>
6512
6513
6514
6515
6516  </li>
6517
6518
6519
6520
6521  <li>
6522   
6523   
6524   
6525    <p style="margin-bottom: 0cm;">Octree scene queries
6526now deal with null AABBs correctly </p>
6527
6528
6529
6530
6531  </li>
6532
6533
6534
6535
6536  <li>
6537   
6538   
6539   
6540    <p style="margin-bottom: 0cm;">Prevent a memory leak
6541when closing a D3D7 or D3D9 window using WM_CLOSE (e.g. the 'X') </p>
6542
6543
6544
6545
6546  </li>
6547
6548
6549
6550
6551  <li>
6552   
6553   
6554   
6555    <p style="margin-bottom: 0cm;">Added missing
6556toLowerCase call in MaterialSerializer </p>
6557
6558
6559
6560
6561  </li>
6562
6563
6564
6565
6566  <li>
6567   
6568   
6569   
6570    <p style="margin-bottom: 0cm;">Particle System: fix
6571parameter types and descriptions </p>
6572
6573
6574
6575
6576  </li>
6577
6578
6579
6580
6581  <li>
6582   
6583   
6584   
6585    <p style="margin-bottom: 0cm;">Fixed missing
6586_dirtyHash in TextureUnitState constructor </p>
6587
6588
6589
6590
6591  </li>
6592
6593
6594
6595
6596  <li>
6597   
6598   
6599   
6600    <p style="margin-bottom: 0cm;">Fixed a couple of typos
6601in the manual </p>
6602
6603
6604
6605
6606  </li>
6607
6608
6609
6610
6611  <li>
6612   
6613   
6614   
6615    <p style="margin-bottom: 0cm;">Fixed errors when
6616undefining OGRE_FORCE_ANGLE_TYPES </p>
6617
6618
6619
6620
6621  </li>
6622
6623
6624
6625
6626  <li>
6627   
6628   
6629   
6630    <p style="margin-bottom: 0cm;">Fixed bug with aspect
6631ratio of text in relative metrics mode </p>
6632
6633
6634
6635
6636  </li>
6637
6638
6639
6640
6641  <li>
6642   
6643   
6644   
6645    <p style="margin-bottom: 0cm;">Set Terrain query flags
6646so it can be excluded / included specifically in scene queries </p>
6647
6648
6649
6650
6651  </li>
6652
6653
6654
6655
6656  <li>
6657   
6658   
6659   
6660    <p style="margin-bottom: 0cm;">Added stl_user_config.h
6661to ensure use of _STLP_DEBUG is consistent </p>
6662
6663
6664
6665
6666  </li>
6667
6668
6669
6670
6671  <li>
6672   
6673   
6674   
6675    <p style="margin-bottom: 0cm;">BillboardSet did not
6676add billboards back to the free list on clear() </p>
6677
6678
6679
6680
6681  </li>
6682
6683
6684
6685
6686  <li>
6687   
6688   
6689   
6690    <p>TerrainSceneManager fix when calling clearScene()</p>
6691
6692
6693
6694
6695  </li>
6696
6697
6698
6699
6700</ul>
6701
6702
6703
6704
6705<p class="mainheader" align="left">v0.15.0 [Hastur]
6706(23 October 2004) -
6707Major Release</p>
6708
6709
6710
6711
6712<p align="left">Note: Ogre development branches will now
6713have code
6714names; the 0.15 stable branch is known as 'Hastur', the continuing
6715development branch (which will be released as 1.0) is called
6716'Azathoth'. </p>
6717
6718
6719
6720
6721<p align="left">Enhancements:</p>
6722
6723
6724
6725
6726<ul>
6727
6728
6729
6730
6731  <li>
6732   
6733   
6734   
6735    <p style="margin-bottom: 0cm;">Binary mesh format
6736enhanced. Previously the binary mesh format did not support all the
6737flexibility you could attain when you built meshes programmatically.
6738This has been addressed, and the mesh can now store arbitrary vertex
6739buffer formats, precomputed edge lists (for stencil shadows), and
6740tangent-space vectors (for normal mapping). You are strongly adviced to
6741use the OgreMeshUpgrade tool on all your meshes to uprade them to the
6742latest version, and choose 'y' when asked if you want to reorganise
6743your vertex buffers. The 'automatic' option is the quickest way to get
6744your meshes up to date, and you may find them slightly faster to render
6745
6746as a result. <br>
6747
6748
6749
6750
6751Bear in mind that the .mesh size will increase because edge lists are
6752precomputed and stored by default - if you don't intend to use stencil
6753shadows then you can disable this with the '-e' parameter.</p>
6754
6755
6756
6757
6758  </li>
6759
6760
6761
6762
6763  <li>
6764   
6765   
6766   
6767    <p style="margin-bottom: 0cm;">OpenGL Shading Language
6768(GLSL) support. This means Ogre now supports programmable shaders
6769written in Cg, HLSL, GLSL and all variants of assembler (DirectX and
6770GL). </p>
6771
6772
6773
6774
6775  </li>
6776
6777
6778
6779
6780  <li>
6781   
6782   
6783   
6784    <p style="margin-bottom: 0cm;">Explicit Radian, Degree
6785and AngleUnit classes. To resolve ambiguity as to which angle unit is
6786being used, all methods which take an angle now take a Radian class.
6787You can pass Degree instances to this too and get automatic
6788degree-to-radian conversion. You can also use the AngleUnit class which
6789defaults to the current angle units (see Math). Note that conversions
6790are inlined and are thus very cheap; although if you want to avoid them
6791entirely, use Radian. This is an interface breaking change, so you will
6792need to update your code to use Radian(radianValue) or
6793Degree(degreeValue) where you are using basic types to store angles.</p>
6794
6795
6796
6797
6798  </li>
6799
6800
6801
6802
6803  <li>
6804   
6805   
6806   
6807    <p style="margin-bottom: 0cm;">Reflection
6808enhancements. Automatic reflections using dynamic planes are now simple
6809to create using MovablePlane, and 'custom near clip planes' (oblique
6810depth projection) are available to allow you to clip reflected geometry
6811to an arbitrary plane without requiring additional hardware support
6812such as user clip planes. </p>
6813
6814
6815
6816
6817  </li>
6818
6819
6820
6821
6822  <li>
6823   
6824   
6825   
6826    <p style="margin-bottom: 0cm;">Per-Renderable custom
6827parameters can now be mapped into vertex / fragment programs (using
6828ACT_CUSTOM) to better customise the look of your programmably shaded
6829objects</p>
6830
6831
6832
6833
6834  </li>
6835
6836
6837
6838
6839  <li>
6840   
6841   
6842   
6843    <p style="margin-bottom: 0cm;">Skeletal animation
6844optimisation: by default it now uses an approximation of true
6845rotational interpolation which is slightly faster; true spherical
6846interpolation is still an option if more accuracy is required.</p>
6847
6848
6849
6850
6851  </li>
6852
6853
6854
6855
6856  <li>
6857   
6858   
6859   
6860    <p style="margin-bottom: 0cm;">Edge list improvements;
6861Ogre can now deal with even more model construction variants while
6862still retaining stencil shadow integrity </p>
6863
6864
6865
6866
6867  </li>
6868
6869
6870
6871
6872  <li>
6873   
6874   
6875   
6876    <p style="margin-bottom: 0cm;">Billboard / particle
6877system index and vertex buffers are now deferred loading </p>
6878
6879
6880
6881
6882  </li>
6883
6884
6885
6886
6887  <li>
6888   
6889   
6890   
6891    <p style="margin-bottom: 0cm;">Blender and Milkshape
6892exporters updated </p>
6893
6894
6895
6896
6897  </li>
6898
6899
6900
6901
6902  <li>
6903   
6904   
6905   
6906    <p style="margin-bottom: 0cm;">GL now has a FSAA
6907option like D3D </p>
6908
6909
6910
6911
6912  </li>
6913
6914
6915
6916
6917  <li>
6918   
6919   
6920   
6921    <p style="margin-bottom: 0cm;">Specialised scene
6922queries for the OctreeSceneManager </p>
6923
6924
6925
6926
6927  </li>
6928
6929
6930
6931
6932  <li>
6933   
6934   
6935   
6936    <p style="margin-bottom: 0cm;">Mesh bounds padding is
6937now more configurable </p>
6938
6939
6940
6941
6942  </li>
6943
6944
6945
6946
6947  <li>
6948   
6949   
6950   
6951    <p style="margin-bottom: 0cm;">Skeleton instances can
6952now be shared between multiple entities to allow optional add-ons to
6953animated meshes </p>
6954
6955
6956
6957
6958  </li>
6959
6960
6961
6962
6963  <li>
6964   
6965   
6966   
6967    <p style="margin-bottom: 0cm;">Transparent materials
6968can now cast texture shadows, if an option is enabled in their material
6969(useful for alpha rejection textures) </p>
6970
6971
6972
6973
6974  </li>
6975
6976
6977
6978
6979  <li>
6980   
6981   
6982   
6983    <p>Added GLX platform manager, enabling the use of OGRE on
6984Linux without using SDL. This also has a nice configuration dialog
6985instead of the text based one. </p>
6986
6987
6988
6989
6990  </li>
6991
6992
6993
6994
6995</ul>
6996
6997
6998
6999
7000<p>Bugfixes:</p>
7001
7002
7003
7004
7005<ul>
7006
7007
7008
7009
7010  <li>
7011   
7012   
7013   
7014    <p style="margin-bottom: 0cm;">Ogre::String is no
7015longer a subclass of std::string, but a typedef to it. All extra
7016methods which were on Ogre::String are now on the Ogre::StringUtil
7017class. This is to resolve compatibility issues on some STLs; this is an
7018interface breaking change so you will need to update your code to use
7019the equivalent StringUtil methods.</p>
7020
7021
7022
7023
7024  </li>
7025
7026
7027
7028
7029  <li>
7030   
7031   
7032   
7033    <p style="margin-bottom: 0cm;">DirectX no longer
7034prefers W buffers over Z buffers unless 16-bit colour is being used </p>
7035
7036
7037
7038
7039  </li>
7040
7041
7042
7043
7044  <li>
7045   
7046   
7047   
7048    <p style="margin-bottom: 0cm;">DirectInput usage now
7049plays nicer with other apps </p>
7050
7051
7052
7053
7054  </li>
7055
7056
7057
7058
7059  <li>
7060   
7061   
7062   
7063    <p style="margin-bottom: 0cm;">Fixed the number of
7064textures used when a custom number of shadow textures were specified </p>
7065
7066
7067
7068
7069  </li>
7070
7071
7072
7073
7074  <li>
7075   
7076   
7077   
7078    <p style="margin-bottom: 0cm;">Fixed TS_PARENT and
7079TS_WORLD Node transform options </p>
7080
7081
7082
7083
7084  </li>
7085
7086
7087
7088
7089  <li>
7090   
7091   
7092   
7093    <p style="margin-bottom: 0cm;">Fixed LBX_BLEND_MANUAL
7094in GL </p>
7095
7096
7097
7098
7099  </li>
7100
7101
7102
7103
7104  <li>
7105   
7106   
7107   
7108    <p style="margin-bottom: 0cm;">Fixed finding of nearby
7109lights so it takes into account bounds of node </p>
7110
7111
7112
7113
7114  </li>
7115
7116
7117
7118
7119  <li>
7120   
7121   
7122   
7123    <p style="margin-bottom: 0cm;">Avoided ATI shutdown
7124issues in GL/Linux by making the shutdown sequence more explicit </p>
7125
7126
7127
7128
7129  </li>
7130
7131
7132
7133
7134  <li>
7135   
7136   
7137   
7138    <p style="margin-bottom: 0cm;">Initialisation of
7139shadow materials now works when more than one SceneManager is active </p>
7140
7141
7142
7143
7144  </li>
7145
7146
7147
7148
7149  <li>
7150   
7151   
7152   
7153    <p style="margin-bottom: 0cm;">Some frustum
7154calculation issues were resolved, especially calculation of corners and
7155planes in orthographic mode </p>
7156
7157
7158
7159
7160  </li>
7161
7162
7163
7164
7165  <li>
7166   
7167   
7168   
7169    <p style="margin-bottom: 0cm;">use32bitindexes was not
7170being read from XML correctly </p>
7171
7172
7173
7174
7175  </li>
7176
7177
7178
7179
7180  <li>
7181   
7182   
7183   
7184    <p style="margin-bottom: 0cm;">Fixed memory leak when
7185attaching and detaching objects from bones </p>
7186
7187
7188
7189
7190  </li>
7191
7192
7193
7194
7195  <li>
7196   
7197   
7198   
7199    <p style="margin-bottom: 0cm;">Stencil shadows were
7200not working correctly when 2-sided stencilling was not available and
7201there was more than one SubMesh with it's own geometry </p>
7202
7203
7204
7205
7206  </li>
7207
7208
7209
7210
7211  <li>
7212   
7213   
7214   
7215    <p>Various other minor issues</p>
7216
7217
7218
7219
7220  </li>
7221
7222
7223
7224
7225</ul>
7226
7227
7228
7229
7230<p>Deprecation warnings:</p>
7231
7232
7233
7234
7235<ul>
7236
7237
7238
7239
7240  <li>
7241   
7242   
7243   
7244    <p style="margin-bottom: 0cm;">SceneNode::attachCamera
7245and SceneNode::attachLight, which have been deprecated for some time,
7246have been removed. Use SceneNode::attachObject.</p>
7247
7248
7249
7250
7251  </li>
7252
7253
7254
7255
7256  <li>
7257   
7258   
7259   
7260    <p style="margin-bottom: 0cm;">Internal GUI classes;
7261in the next release, the internal GUI will be removed in favour of <a href="http://crayzedsgui.sourceforge.net/">Crazy Eddie's GUI</a>,
7262and we advise all users to begin migrating their code now. This covers
7263the interactive GUIs (ie buttons, scroll bars etc) and not static
7264overlays, which will still be available in Ogre. </p>
7265
7266
7267
7268
7269  </li>
7270
7271
7272
7273
7274  <li>
7275   
7276   
7277   
7278    <p>NatureSceneManager; this will be moved to ogreaddons in
7279the next version incase anyone wishes to continue to maintain it. The
7280Ogre team have no plans to support this scene manager since
7281TerrainSceneManager and PagingLandscape (in ogreaddons) provide better
7282terrain rendering options.</p>
7283
7284
7285
7286
7287  </li>
7288
7289
7290
7291
7292</ul>
7293
7294
7295
7296
7297<p class="mainheader" align="left">v0.14.1 (28 July
72982004) - Maintenance
7299Release</p>
7300
7301
7302
7303
7304<p align="left">Enhancements:</p>
7305
7306
7307
7308
7309<ul>
7310
7311
7312
7313
7314  <li>
7315   
7316   
7317   
7318    <p style="margin-bottom: 0cm;"><b>TerrainSceneManager
7319improved</b></p>
7320
7321
7322
7323
7324   
7325   
7326   
7327    <ul>
7328
7329
7330
7331
7332      <li>
7333       
7334       
7335       
7336        <p style="margin-bottom: 0cm;">Vertex program
7337morphing allows for almost imperceptible leve l-of-detail changes</p>
7338
7339
7340
7341
7342      </li>
7343
7344
7345
7346
7347      <li>
7348       
7349       
7350       
7351        <p style="margin-bottom: 0cm;">Improved efficiency
7352allows for larger terrains </p>
7353
7354
7355
7356
7357      </li>
7358
7359
7360
7361
7362      <li>
7363       
7364       
7365       
7366        <p style="margin-bottom: 0cm;">Improved LOD
7367calculation leads to more accurate rendering with the same or fewer
7368triangles</p>
7369
7370
7371
7372
7373      </li>
7374
7375
7376
7377
7378      <li>
7379       
7380       
7381       
7382        <p style="margin-bottom: 0cm;">Custom terrain
7383materials can now be used </p>
7384
7385
7386
7387
7388      </li>
7389
7390
7391
7392
7393      <li>
7394       
7395       
7396       
7397        <p style="margin-bottom: 0cm;">Pluggable terrain
7398data sources allow terrain data to come from any source </p>
7399
7400
7401
7402
7403      </li>
7404
7405
7406
7407
7408      <li>
7409       
7410       
7411       
7412        <p style="margin-bottom: 0cm;">Demo now
7413demonstrates the use of RaySceneQuery to 'stick' the camera to the
7414terrain</p>
7415
7416
7417
7418
7419      </li>
7420
7421
7422
7423
7424   
7425   
7426   
7427    </ul>
7428
7429
7430
7431
7432  </li>
7433
7434
7435
7436
7437  <li>
7438   
7439   
7440   
7441    <p style="margin-bottom: 0cm;">Maya, Blender and 3DS
7442exporters updated </p>
7443
7444
7445
7446
7447  </li>
7448
7449
7450
7451
7452  <li>
7453   
7454   
7455   
7456    <p style="margin-bottom: 0cm;">RenderSystem can now
7457report the texel offset differences between systems (required for <a href="http://crayzedsgui.sourceforge.net/">CrazyEddie's GUI</a>)
7458    </p>
7459
7460
7461
7462
7463  </li>
7464
7465
7466
7467
7468  <li>
7469   
7470   
7471   
7472    <p>Code is now more 'MingW friendly', although this is still
7473not officially supported, community supported DevPaks are available
7474from <a href="http://the-agency.sourceforge.net/">The
7475Agency</a> </p>
7476
7477
7478
7479
7480  </li>
7481
7482
7483
7484
7485</ul>
7486
7487
7488
7489
7490<p>Bugfixes:</p>
7491
7492
7493
7494
7495<ul>
7496
7497
7498
7499
7500  <li>
7501   
7502   
7503   
7504    <p style="margin-bottom: 0cm;">Visibility of child
7505objects attached to the skeleton of an Entity was being ignored </p>
7506
7507
7508
7509
7510  </li>
7511
7512
7513
7514
7515  <li>
7516   
7517   
7518   
7519    <p style="margin-bottom: 0cm;">Fixed infinite loop in
7520resize() methods of D3D windows </p>
7521
7522
7523
7524
7525  </li>
7526
7527
7528
7529
7530  <li>
7531   
7532   
7533   
7534    <p style="margin-bottom: 0cm;">Fixed XMLConverter bug
7535when using constant reduction in interactive mode </p>
7536
7537
7538
7539
7540  </li>
7541
7542
7543
7544
7545  <li>
7546   
7547   
7548   
7549    <p style="margin-bottom: 0cm;">Made the XML mesh
7550serializer properly assume 'false' for usesharedvertices and
7551use32bitindexes </p>
7552
7553
7554
7555
7556  </li>
7557
7558
7559
7560
7561  <li>
7562   
7563   
7564   
7565    <p style="margin-bottom: 0cm;">Skeletally animated
7566meshes with a vertex program which did not implement hardware skinning
7567were transformed incorrectly. </p>
7568
7569
7570
7571
7572  </li>
7573
7574
7575
7576
7577  <li>
7578   
7579   
7580   
7581    <p style="margin-bottom: 0cm;">Fixed some driver
7582crashes on GL</p>
7583
7584
7585
7586
7587  </li>
7588
7589
7590
7591
7592  <li>
7593   
7594   
7595   
7596    <p style="margin-bottom: 0cm;">Fixed a few memory
7597leaks, especially when no rendering is performed before shutdown </p>
7598
7599
7600
7601
7602  </li>
7603
7604
7605
7606
7607  <li>
7608   
7609   
7610   
7611    <p style="margin-bottom: 0cm;">Prevented multiple
7612instances of HollowEllipsoidEmitter and RingEmitter from adding their
7613custom params to the dictionary twice. </p>
7614
7615
7616
7617
7618  </li>
7619
7620
7621
7622
7623  <li>
7624   
7625   
7626   
7627    <p style="margin-bottom: 0cm;">Math::UnitRandom should
7628have been Math::SymmetricRandom in RingEmitter </p>
7629
7630
7631
7632
7633  </li>
7634
7635
7636
7637
7638  <li>
7639   
7640   
7641   
7642    <p style="margin-bottom: 0cm;">Corrected docs for
7643TextureUnitState::setAnimatedTextureName </p>
7644
7645
7646
7647
7648  </li>
7649
7650
7651
7652
7653  <li>
7654   
7655   
7656   
7657    <p style="margin-bottom: 0cm;">Fixed light update so
7658that lights attached to nodes update properly even when the node does
7659not change. </p>
7660
7661
7662
7663
7664  </li>
7665
7666
7667
7668
7669  <li>
7670   
7671   
7672   
7673    <p style="margin-bottom: 0cm;">Assign queue groups to
7674manual LOD entities too </p>
7675
7676
7677
7678
7679  </li>
7680
7681
7682
7683
7684  <li>
7685   
7686   
7687   
7688    <p style="margin-bottom: 0cm;">Fix to the early-exit
7689in Overlay::_findVisibleObjects could cause important updates to be
7690missed if the overlay wasn't visible on startup </p>
7691
7692
7693
7694
7695  </li>
7696
7697
7698
7699
7700  <li>
7701   
7702   
7703   
7704    <p>Patched the EdgeBuilder (calculates stencil shadow
7705structures) so that it detects when there are too many triangles
7706attached to a single edge, and reverts to not welding vertices across
7707vertex sets. This allow it to deal with multiple capped submeshes with
7708their own geometry (which are manifold in themselves) even if they
7709touch at the boundaries. At the same time it still deals with the case
7710where a model is only manifold when all submeshes are combined (it
7711tries to find this case first).</p>
7712
7713
7714
7715
7716  </li>
7717
7718
7719
7720
7721</ul>
7722
7723
7724
7725
7726<p class="mainheader" align="left">v0.14.0 (12 May
77272004) - Major
7728Release</p>
7729
7730
7731
7732
7733<p align="left">Enhancements:</p>
7734
7735
7736
7737
7738<ul>
7739
7740
7741
7742
7743  <li>
7744   
7745   
7746   
7747    <p style="margin-bottom: 0cm;"><b>Shadows</b>
7748    </p>
7749
7750
7751
7752
7753   
7754   
7755   
7756    <ul>
7757
7758
7759
7760
7761      <li>
7762       
7763       
7764       
7765        <p style="margin-bottom: 0cm;">3 different
7766techniques: </p>
7767
7768
7769
7770
7771       
7772       
7773       
7774        <ul>
7775
7776
7777
7778
7779          <li>
7780           
7781           
7782           
7783            <p style="margin-bottom: 0cm;">Modulative
7784stencil shadows (simple extra pass darkens the shadowed areas) </p>
7785
7786
7787
7788
7789          </li>
7790
7791
7792
7793
7794          <li>
7795           
7796           
7797           
7798            <p style="margin-bottom: 0cm;">Additive
7799stencil shadows (masking of light contribution, aka Doom3-style,
7800including a smart pass categoriser / splitter which means you don't
7801need to rewrite your materials) </p>
7802
7803
7804
7805
7806          </li>
7807
7808
7809
7810
7811          <li>
7812           
7813           
7814           
7815            <p style="margin-bottom: 0cm;">Modulative
7816projective texture shadows </p>
7817
7818
7819
7820
7821          </li>
7822
7823
7824
7825
7826       
7827       
7828       
7829        </ul>
7830
7831
7832
7833
7834      </li>
7835
7836
7837
7838
7839      <li>
7840       
7841       
7842       
7843        <p style="margin-bottom: 0cm;">Multiple stencil
7844shadow optimisations, including vertex program extrusion, smart light
7845and shadow caster culling, integration with mesh LOD, zpass and zfail
7846methods, 2-sided stencilling, scissor region clipping </p>
7847
7848
7849
7850
7851      </li>
7852
7853
7854
7855
7856      <li>
7857       
7858       
7859       
7860        <p style="margin-bottom: 0cm;">Texture shadows
7861fade out at the far distance and around the edges of spotlight, hiding
7862the finite edges of these shadow types</p>
7863
7864
7865
7866
7867      </li>
7868
7869
7870
7871
7872      <li>
7873       
7874       
7875       
7876        <p>Important: Those writing custom SceneManager
7877implementations will have to review the changes to the render queues
7878and render sequence when shadows are enabled, since supporting several
7879types of shadows has required these processes to be significantly
7880enhanced and decomposed into multiple parts (which should lend
7881themselves to customisation in your SMs if you need them). In
7882particular, note that the signature of
7883SceneManager::_findVisibleObjects has changed so if you override this
7884you will need to alter yours too - the compiler will not tell you about
7885this!</p>
7886
7887
7888
7889
7890      </li>
7891
7892
7893
7894
7895   
7896   
7897   
7898    </ul>
7899
7900
7901
7902
7903  </li>
7904
7905
7906
7907
7908</ul>
7909
7910
7911
7912
7913<ul>
7914
7915
7916
7917
7918  <li>
7919   
7920   
7921   
7922    <p style="margin-bottom: 0cm;"><b>Hardware
7923Skinning</b> </p>
7924
7925
7926
7927
7928   
7929   
7930   
7931    <ul>
7932
7933
7934
7935
7936      <li>
7937       
7938       
7939       
7940        <p style="margin-bottom: 0cm;">Skeletal animation
7941can now be driven using vertex programs </p>
7942
7943
7944
7945
7946      </li>
7947
7948
7949
7950
7951      <li>
7952       
7953       
7954       
7955        <p style="margin-bottom: 0cm;">Number of bones
7956limited only by your target vertex program version</p>
7957
7958
7959
7960
7961      </li>
7962
7963
7964
7965
7966   
7967   
7968   
7969    </ul>
7970
7971
7972
7973
7974  </li>
7975
7976
7977
7978
7979  <li>
7980   
7981   
7982   
7983    <p style="margin-bottom: 0cm;"><b>General
7984purpose projective texturing</b>. Projective texturing was
7985possible in Ogre before, but it required you to manually set up the
7986texture matrices. Now there is a simple 1-method call which allows you
7987to link a texture unit to a Frustum instance, and it will automatically
7988sync the projection of the texture with changes to the frustum. </p>
7989
7990
7991
7992
7993  </li>
7994
7995
7996
7997
7998  <li>
7999   
8000   
8001   
8002    <p style="margin-bottom: 0cm;"><b>Node/SceneNode
8003enhancements</b>. You can now make a node automatically track
8004(constantly look at) another node, and all transforms now take a
8005'transform space' parameter to make it easier to perform
8006transformations relative to any space. </p>
8007
8008
8009
8010
8011  </li>
8012
8013
8014
8015
8016  <li>
8017   
8018   
8019   
8020    <p style="margin-bottom: 0cm;"><b>Skeleton
8021instances</b>. The sharing of skeletons between multiple animated
8022objects has been made more flexible so that you can now more easily
8023hook up external effects on the bones on particular instances of that
8024skeleton (in entities); applications such as manually controlling bones
8025or ragdoll simulations benefit from these enhancements. </p>
8026
8027
8028
8029
8030  </li>
8031
8032
8033
8034
8035  <li>
8036   
8037   
8038   
8039    <p style="margin-bottom: 0cm;"><b>External
8040Texture Sources</b>. You can now register external texture
8041sources in order to feed texture data in from another source; this has
8042been used to render video through a texture for example, although the
8043technique can be used for many other things.</p>
8044
8045
8046
8047
8048  </li>
8049
8050
8051
8052
8053  <li>
8054   
8055   
8056   
8057    <p style="margin-bottom: 0cm;">Updated GTK demo
8058showing you how to embed an Ogre window in a GTK application.</p>
8059
8060
8061
8062
8063  </li>
8064
8065
8066
8067
8068  <li>
8069   
8070   
8071   
8072    <p style="margin-bottom: 0cm;">Added an offset
8073(parallax) mapping example to the Dot3Bump demo, along with a normal
8074mapped statue</p>
8075
8076
8077
8078
8079  </li>
8080
8081
8082
8083
8084  <li>
8085   
8086   
8087   
8088    <p style="margin-bottom: 0cm;">Mac OSX now supports Cg
8089so the plugin has been enabled</p>
8090
8091
8092
8093
8094  </li>
8095
8096
8097
8098
8099  <li>
8100   
8101   
8102   
8103    <p style="margin-bottom: 0cm;">Introduced the Frustum
8104class as a superclass of Camera, abstracting many of the features so
8105they can be reused in other situations like texture projection. </p>
8106
8107
8108
8109
8110  </li>
8111
8112
8113
8114
8115  <li>
8116   
8117   
8118   
8119    <p style="margin-bottom: 0cm;">Updated Blender and
8120Lightwave exporters </p>
8121
8122
8123
8124
8125  </li>
8126
8127
8128
8129
8130  <li>
8131   
8132   
8133   
8134    <p style="margin-bottom: 0cm;">SubEntities can now
8135have their visibility toggled individually </p>
8136
8137
8138
8139
8140  </li>
8141
8142
8143
8144
8145  <li>
8146   
8147   
8148   
8149    <p style="margin-bottom: 0cm;">Hardware occlusion
8150query support</p>
8151
8152
8153
8154
8155  </li>
8156
8157
8158
8159
8160  <li>
8161   
8162   
8163   
8164    <p>Animation looping can now be disabled on AnimationState</p>
8165
8166
8167
8168
8169  </li>
8170
8171
8172
8173
8174</ul>
8175
8176
8177
8178
8179<p align="left">Bugfixes:</p>
8180
8181
8182
8183
8184<ul>
8185
8186
8187
8188
8189  <li>
8190   
8191   
8192   
8193    <p>Too many to list individually; please read the CVS log for
8194a full account.</p>
8195
8196
8197
8198
8199  </li>
8200
8201
8202
8203
8204</ul>
8205
8206
8207
8208
8209<p class="mainheader" align="left">v0.13.1 (1 March
82102004) - Maintenance
8211Release</p>
8212
8213
8214
8215
8216<p align="left">Enhancements:</p>
8217
8218
8219
8220
8221<ul>
8222
8223
8224
8225
8226  <li>
8227   
8228   
8229   
8230    <p>Updated Blender exporter, now includes a GUI and full
8231skeletal animation support</p>
8232
8233
8234
8235
8236  </li>
8237
8238
8239
8240
8241</ul>
8242
8243
8244
8245
8246<p align="left">Bugfixes:</p>
8247
8248
8249
8250
8251<ul>
8252
8253
8254
8255
8256  <li>
8257   
8258   
8259   
8260    <p style="margin-bottom: 0cm;">Removed redundant
8261Demo_TechDemo.vcproj link from Ogre.sln </p>
8262
8263
8264
8265
8266  </li>
8267
8268
8269
8270
8271  <li>
8272   
8273   
8274   
8275    <p style="margin-bottom: 0cm;">Removed the forced
8276normal normalisation code from the D3D renderers, it is not required so
8277long as the models have unit-length normals, and this is now fixable on
8278a per-Entity basis. Including this code in the render system caused
8279some state management problems with SceneManager. </p>
8280
8281
8282
8283
8284  </li>
8285
8286
8287
8288
8289  <li>
8290   
8291   
8292   
8293    <p style="margin-bottom: 0cm;">D3D7 now correctly
8294records all capabilities (inc cubemapping, anisotropy) </p>
8295
8296
8297
8298
8299  </li>
8300
8301
8302
8303
8304  <li>
8305   
8306   
8307   
8308    <p style="margin-bottom: 0cm;">Fixed a bug with
8309multiple attachments of objects to bones. Previously attached objects
8310were not always properly visible and/or did not move correctly. </p>
8311
8312
8313
8314
8315  </li>
8316
8317
8318
8319
8320  <li>
8321   
8322   
8323   
8324    <p style="margin-bottom: 0cm;">Fixed a crash bug with
8325ConfigFile when an empty value was specified </p>
8326
8327
8328
8329
8330  </li>
8331
8332
8333
8334
8335  <li>
8336   
8337   
8338   
8339    <p style="margin-bottom: 0cm;">Win32Input8::capture()
8340should not capture input types which are disabled </p>
8341
8342
8343
8344
8345  </li>
8346
8347
8348
8349
8350  <li>
8351   
8352   
8353   
8354    <p style="margin-bottom: 0cm;">Fixed Wings exporter
8355'v' texture coordinates </p>
8356
8357
8358
8359
8360  </li>
8361
8362
8363
8364
8365  <li>
8366   
8367   
8368   
8369    <p style="margin-bottom: 0cm;">Fixed
8370AxisAlignedBox::scale </p>
8371
8372
8373
8374
8375  </li>
8376
8377
8378
8379
8380  <li>
8381   
8382   
8383   
8384    <p style="margin-bottom: 0cm;">Particle fix, could
8385result in stuttery particle emission in some cases </p>
8386
8387
8388
8389
8390  </li>
8391
8392
8393
8394
8395  <li>
8396   
8397   
8398   
8399    <p style="margin-bottom: 0cm;">Fixed a couple of
8400problems with the pass map custom sort handler which resulted in "Error
8401inserting new pass entry into SolidRenderablePassMap" assert. </p>
8402
8403
8404
8405
8406  </li>
8407
8408
8409
8410
8411  <li>
8412   
8413   
8414   
8415    <p style="margin-bottom: 0cm;">Small refapp fix for
8416segfault when using objects without an ODE body </p>
8417
8418
8419
8420
8421  </li>
8422
8423
8424
8425
8426  <li>
8427   
8428   
8429   
8430    <p style="margin-bottom: 0cm;">Fix for
8431HardwareVertexBufferBinding::getNextIndex not incrementing the next
8432index properly. </p>
8433
8434
8435
8436
8437  </li>
8438
8439
8440
8441
8442  <li>
8443   
8444   
8445   
8446    <p style="margin-bottom: 0cm;">Added pthread check to
8447configure.in </p>
8448
8449
8450
8451
8452  </li>
8453
8454
8455
8456
8457  <li>
8458   
8459   
8460   
8461    <p style="margin-bottom: 0cm;">bootstrap now deals
8462with automake 1.8 </p>
8463
8464
8465
8466
8467  </li>
8468
8469
8470
8471
8472  <li>
8473   
8474   
8475   
8476    <p>Relative mouse coordinate fixes on linux </p>
8477
8478
8479
8480
8481  </li>
8482
8483
8484
8485
8486</ul>
8487
8488
8489
8490
8491<p class="mainheader" align="left">v0.13.0 (18
8492January 2004) - Major
8493Release</p>
8494
8495
8496
8497
8498<p align="left">Changes since 0.12.3:</p>
8499
8500
8501
8502
8503<ul>
8504
8505
8506
8507
8508  <li>
8509   
8510   
8511   
8512    <p style="margin-bottom: 0cm;"><b>Major material
8513upgrade</b>! This is a subsection of it's own.. </p>
8514
8515
8516
8517
8518   
8519   
8520   
8521    <ul>
8522
8523
8524
8525
8526      <li>
8527       
8528       
8529       
8530        <p style="margin-bottom: 0cm;">Support for vertex
8531and fragment programs (shaders), including: </p>
8532
8533
8534
8535
8536       
8537       
8538       
8539        <ul>
8540
8541
8542
8543
8544          <li>
8545           
8546           
8547           
8548            <p style="margin-bottom: 0cm;">Low-level
8549assembler programs under D3D9 (vs_1_1, vs_2_x, ps_1_x, ps_2_x) and GL
8550(NV_texture_shader, NV_register_combiners, arbvp1, arbfp1,
8551ATI_fragment_shader) </p>
8552
8553
8554
8555
8556          </li>
8557
8558
8559
8560
8561          <li>
8562           
8563           
8564           
8565            <p style="margin-bottom: 0cm;">High-level
8566program support via plugins, so far we support Cg and D3D9 HLSL. Cg
8567compiles down to D3D and GL assembler, and includes converters to
8568non-assembler formats including NV_register_combiners and
8569ATI_fragment_shader so you can write a single program for all targets. </p>
8570
8571
8572
8573
8574          </li>
8575
8576
8577
8578
8579          <li>
8580           
8581           
8582           
8583            <p style="margin-bottom: 0cm;">Support for
8584automatically updated parameter bindings such as 'object space camera
8585position', 'object space light direction' and many more </p>
8586
8587
8588
8589
8590          </li>
8591
8592
8593
8594
8595          <li>
8596           
8597           
8598           
8599            <p style="margin-bottom: 0cm;">Programs can be
8600defined and reused many times with different parameters, all through
8601.material scripts </p>
8602
8603
8604
8605
8606          </li>
8607
8608
8609
8610
8611       
8612       
8613       
8614        </ul>
8615
8616
8617
8618
8619      </li>
8620
8621
8622
8623
8624      <li>
8625       
8626       
8627       
8628        <p style="margin-bottom: 0cm;">Materials now
8629support multiple 'techniques', which can be used as automatic fallbacks
8630for older cards which don't support the requisite features for your
8631preferred shading approach</p>
8632
8633
8634
8635
8636      </li>
8637
8638
8639
8640
8641      <li>
8642       
8643       
8644       
8645        <p style="margin-bottom: 0cm;">Material LOD - you
8646can tell materials to change technique over distance to save rendering
8647power on distant objects; this is subject to the same control
8648parameters (camera bias and entity bias) that is used for mesh LOD so
8649you can tweak it heavily </p>
8650
8651
8652
8653
8654      </li>
8655
8656
8657
8658
8659      <li>
8660       
8661       
8662       
8663        <p style="margin-bottom: 0cm;">Scriptable
8664multipass rendering; you can now specify multiple passes in one
8665material if you wish, and those passes can also be iterated once per
8666light automatically, and the engine will call the pass with each nearby
8667light </p>
8668
8669
8670
8671
8672      </li>
8673
8674
8675
8676
8677      <li>
8678       
8679       
8680       
8681        <p style="margin-bottom: 0cm;">The .material
8682script format has been extensively upgraded to handle all these new
8683options; however if you have 0.12.x or previous scripts you can
8684automatically update them using the OgreMaterialUpgrade tool </p>
8685
8686
8687
8688
8689      </li>
8690
8691
8692
8693
8694   
8695   
8696   
8697    </ul>
8698
8699
8700
8701
8702  </li>
8703
8704
8705
8706
8707  <li>
8708   
8709   
8710   
8711    <p style="margin-bottom: 0cm;"><b>Light
8712management upgraded</b>; you can now have an unlimited number of
8713lights in the scene, and OGRE will pick and use the 'n' closest lights
8714('n' is configurable per pass in the material scripts) which are within
8715their attenuation range when rendering an object. This makes light
8716management much more practical, especially when using vertex and
8717fragment programs. As mentioned above, passes can even be configured to
8718iterate using the 'n' nearest lights. </p>
8719
8720
8721
8722
8723  </li>
8724
8725
8726
8727
8728  <li>
8729   
8730   
8731   
8732    <p style="margin-bottom: 0cm;"><b>More texture
8733formats supported</b>: we now support 1D textures, compressed
8734textures (DXT formats), volume textures (true 3D textures, not just 6
8735faces like cube maps), and loading all of the above from the .dds
8736format, even in GL. </p>
8737
8738
8739
8740
8741  </li>
8742
8743
8744
8745
8746  <li>
8747   
8748   
8749   
8750    <p style="margin-bottom: 0cm;"><b>XCode </b>IDE
8751support on Mac OSX</p>
8752
8753
8754
8755
8756  </li>
8757
8758
8759
8760
8761  <li>
8762   
8763   
8764   
8765    <p style="margin-bottom: 0cm;">Precompiled header
8766support on VC6 and VC7, this makes compilation a lot faster. </p>
8767
8768
8769
8770
8771  </li>
8772
8773
8774
8775
8776  <li>
8777   
8778   
8779   
8780    <p style="margin-bottom: 0cm;">Updated 3DS and Maya
8781exporters</p>
8782
8783
8784
8785
8786  </li>
8787
8788
8789
8790
8791  <li>
8792   
8793   
8794   
8795    <p style="margin-bottom: 0cm;">Frame events can now be
8796raised externally, which makes it easier to update the internal state
8797of particle systems, controllers et al when you're running your own
8798rendering loop instead of using Root::startRendering. </p>
8799
8800
8801
8802
8803  </li>
8804
8805
8806
8807
8808  <li>
8809   
8810   
8811   
8812    <p style="margin-bottom: 0cm;">Texture filtering can
8813now be controlled more finely by optionally setting the min, mag an mip
8814filter instead of one abstracted filter type.</p>
8815
8816
8817
8818
8819  </li>
8820
8821
8822
8823
8824  <li>
8825   
8826   
8827   
8828    <p style="margin-bottom: 0cm;">Fonts now look cleaner,
8829texture size has been optimised and filtering tuned </p>
8830
8831
8832
8833
8834  </li>
8835
8836
8837
8838
8839  <li>
8840   
8841   
8842   
8843    <p>The 'v' texture coordinate has been flipped so that the
8844origin is now in the top-left, this removes the need to flip textures
8845and improves loading times as well as making compressed texture support
8846feasible. The .mesh format will be converted on the fly automatically,
8847but you should use OgreMeshUpgrade to fix it permanently </p>
8848
8849
8850
8851
8852  </li>
8853
8854
8855
8856
8857</ul>
8858
8859
8860
8861
8862<p class="mainheader" align="left">v0.12.3 (4
8863January 2004) -
8864Maintenance Release</p>
8865
8866
8867
8868
8869<p align="left">Changes since 0.12.2:</p>
8870
8871
8872
8873
8874<ul>
8875
8876
8877
8878
8879  <li>
8880   
8881   
8882   
8883    <p style="margin-bottom: 0cm;">Fixed a problem with
8884overlay sizes when using multiple render targets </p>
8885
8886
8887
8888
8889  </li>
8890
8891
8892
8893
8894  <li>
8895   
8896   
8897   
8898    <p style="margin-bottom: 0cm;">Fixed a bug with frame
8899rate stats when using multiple render targets</p>
8900
8901
8902
8903
8904  </li>
8905
8906
8907
8908
8909  <li>
8910   
8911   
8912   
8913    <p style="margin-bottom: 0cm;">Fixed a few boundary
8914conditions in the mesh LOD generation which could cause crashes </p>
8915
8916
8917
8918
8919  </li>
8920
8921
8922
8923
8924  <li>
8925   
8926   
8927   
8928    <p style="margin-bottom: 0cm;">GL render system now
8929pumps events properly in Windows </p>
8930
8931
8932
8933
8934  </li>
8935
8936
8937
8938
8939  <li>
8940   
8941   
8942   
8943    <p style="margin-bottom: 0cm;">RenderTarget::writeContentsToTimestampedFile
8944erroneous characters removed </p>
8945
8946
8947
8948
8949  </li>
8950
8951
8952
8953
8954  <li>
8955   
8956   
8957   
8958    <p style="margin-bottom: 0cm;">Compatibility with new
8959STLport version (4.6) </p>
8960
8961
8962
8963
8964  </li>
8965
8966
8967
8968
8969  <li>
8970   
8971   
8972   
8973    <p style="margin-bottom: 0cm;">Fixed a few memory
8974leaks in D3D </p>
8975
8976
8977
8978
8979  </li>
8980
8981
8982
8983
8984  <li>
8985   
8986   
8987   
8988    <p style="margin-bottom: 0cm;">Fixed a buffer overrun
8989problem in TextAreaGuiElement when using '\n'</p>
8990
8991
8992
8993
8994  </li>
8995
8996
8997
8998
8999  <li>
9000   
9001   
9002   
9003    <p>Fixed a precompiled header option which sneaked into 0.12
9004in VC6 OgreMain</p>
9005
9006
9007
9008
9009  </li>
9010
9011
9012
9013
9014</ul>
9015
9016
9017
9018
9019<p class="mainheader" align="left">v0.12.2 (21
9020November 2003) -
9021Maintenance Release</p>
9022
9023
9024
9025
9026<p align="left">Changes since 0.12.1:</p>
9027
9028
9029
9030
9031<ul>
9032
9033
9034
9035
9036  <li>
9037   
9038   
9039   
9040    <p style="margin-bottom: 0cm;">Blender exporter
9041updated; now supports the latest version of Blender, and also supports
9042animation </p>
9043
9044
9045
9046
9047  </li>
9048
9049
9050
9051
9052  <li>
9053   
9054   
9055   
9056    <p style="margin-bottom: 0cm;">Wings3D exporter
9057updated, now supports the new uv exporting format of 0.98.16b </p>
9058
9059
9060
9061
9062  </li>
9063
9064
9065
9066
9067  <li>
9068   
9069   
9070   
9071    <p style="margin-bottom: 0cm;">Fixed bug in
9072BspIntersectionQuery which caused intersectins to be reported between
9073entities and the world when collision was disabled </p>
9074
9075
9076
9077
9078  </li>
9079
9080
9081
9082
9083  <li>
9084   
9085   
9086   
9087    <p style="margin-bottom: 0cm;">Meshes exported with
9088more than 4 bone assignments per vertex now have their weights
9089rebalanced to just 4 automatically on conversion to .mesh</p>
9090
9091
9092
9093
9094  </li>
9095
9096
9097
9098
9099  <li>
9100   
9101   
9102   
9103    <p style="margin-bottom: 0cm;">Fixed a bug in
9104Quaternion::Slerp which resulted in a non-unit Quaternion being
9105returned sometimes when the 'shortestPath' option was used. This
9106manifested itself as oddly scaling bones when animating an entity</p>
9107
9108
9109
9110
9111  </li>
9112
9113
9114
9115
9116  <li>
9117   
9118   
9119   
9120    <p style="margin-bottom: 0cm;">Fixed a bug in ray /
9121plane intersection where it was incorrectly concluded that the ray was
9122parallel to the plane </p>
9123
9124
9125
9126
9127  </li>
9128
9129
9130
9131
9132  <li>
9133   
9134   
9135   
9136    <p style="margin-bottom: 0cm;">Fixed some D3D memory
9137leaks </p>
9138
9139
9140
9141
9142  </li>
9143
9144
9145
9146
9147  <li>
9148   
9149   
9150   
9151    <p style="margin-bottom: 0cm;">Fixed some Mesh
9152automatic loading and unloading issues </p>
9153
9154
9155
9156
9157  </li>
9158
9159
9160
9161
9162  <li>
9163   
9164   
9165   
9166    <p>Colour values in XML files are now parsed as r,g,b,a
9167instead of a packed long </p>
9168
9169
9170
9171
9172  </li>
9173
9174
9175
9176
9177</ul>
9178
9179
9180
9181
9182<p class="mainheader" align="left">v0.12.1 (12
9183October 2003) -
9184Maintenance Release</p>
9185
9186
9187
9188
9189<p align="left">Changes since 0.12.0:</p>
9190
9191
9192
9193
9194<ul>
9195
9196
9197
9198
9199  <li>
9200   
9201   
9202   
9203    <p style="margin-bottom: 0cm;">Added new, improved
9204Maya exporter from macross and fifty1 </p>
9205
9206
9207
9208
9209  </li>
9210
9211
9212
9213
9214  <li>
9215   
9216   
9217   
9218    <p style="margin-bottom: 0cm;">Fixed bug in the
9219TerrainSceneManager where we were locking a write-only buffer for
9220reading </p>
9221
9222
9223
9224
9225  </li>
9226
9227
9228
9229
9230  <li>
9231   
9232   
9233   
9234    <p style="margin-bottom: 0cm;">Added lines in
9235bootstrap to make sure the correct versions of auto* tools are used on
9236Gentoo </p>
9237
9238
9239
9240
9241  </li>
9242
9243
9244
9245
9246  <li>
9247   
9248   
9249   
9250    <p style="margin-bottom: 0cm;">Fixed screenshot taking
9251bug in Direct3D9 on some older cards </p>
9252
9253
9254
9255
9256  </li>
9257
9258
9259
9260
9261  <li>
9262   
9263   
9264   
9265    <p style="margin-bottom: 0cm;">Fixed bounding boxes on
9266skeletally animated entities with other entities attached to bones </p>
9267
9268
9269
9270
9271  </li>
9272
9273
9274
9275
9276  <li>
9277   
9278   
9279   
9280    <p style="margin-bottom: 0cm;">Fixed particle display
9281problem in VC6 release mode</p>
9282
9283
9284
9285
9286  </li>
9287
9288
9289
9290
9291  <li>
9292   
9293   
9294   
9295    <p style="margin-bottom: 0cm;">Fixed links in
9296tutorials index </p>
9297
9298
9299
9300
9301  </li>
9302
9303
9304
9305
9306  <li>
9307   
9308   
9309   
9310    <p style="margin-bottom: 0cm;">Fixed bug in
9311BillboardSet::removeBillboard and getBillboard when indexing a
9312billboard in the latter part of the list </p>
9313
9314
9315
9316
9317  </li>
9318
9319
9320
9321
9322  <li>
9323   
9324   
9325   
9326    <p style="margin-bottom: 0cm;">XMLConverter now deals
9327with multiple texture coordinate sets properly </p>
9328
9329
9330
9331
9332  </li>
9333
9334
9335
9336
9337  <li>
9338   
9339   
9340   
9341    <p style="margin-bottom: 0cm;">Fixed minor issue in
9342StringConverter's quaternion handling </p>
9343
9344
9345
9346
9347  </li>
9348
9349
9350
9351
9352  <li>
9353   
9354   
9355   
9356    <p style="margin-bottom: 0cm;">NatureSceneManager now
9357clears down terrain data properly </p>
9358
9359
9360
9361
9362  </li>
9363
9364
9365
9366
9367  <li>
9368   
9369   
9370   
9371    <p>New option in ConfigFile to turn off trimming of values,
9372used in loading ogre.cfg since some ATI drivers have a trailing space</p>
9373
9374
9375
9376
9377  </li>
9378
9379
9380
9381
9382</ul>
9383
9384
9385
9386
9387<p class="mainheader" align="left">v0.12.0 (23
9388September 2003) - Major
9389Release </p>
9390
9391
9392
9393
9394<p align="left">Changes since 0.11.0:</p>
9395
9396
9397
9398
9399<ul>
9400
9401
9402
9403
9404  <li>
9405   
9406   
9407   
9408    <p style="margin-bottom: 0cm;">Complete overhaul of
9409core geometry usage resulting in optimised use of hardware vertex and
9410index buffers, providing significant speed boosts on all cards,
9411typically of between 50 and 200% depending on the application. ATI
94129500+ cards on DirectX9 will see particularly large increases (often
9413five-fold) due to their particular affinity to this approach. </p>
9414
9415
9416
9417
9418  </li>
9419
9420
9421
9422
9423  <li>
9424   
9425   
9426   
9427    <p style="margin-bottom: 0cm;">Geometry structures
9428redesigned to support the above and also to provide the basis for
9429vertex and pixel shaders. This will not affect you unless you
9430manipulated geometry structures such as the old GeometryData directly -
9431those who did <a href="vbo-update/index.html">should read
9432about the details of the changes</a>. </p>
9433
9434
9435
9436
9437  </li>
9438
9439
9440
9441
9442  <li>
9443   
9444   
9445   
9446    <p style="margin-bottom: 0cm;">Transparent materials
9447no longer assume that depth writing needs to be off, this setting was
9448causing some problems with those using alpha blending. Those of you
9449using transparent materials which do need depth writing to be turned
9450off will need to set it in your material scripts </p>
9451
9452
9453
9454
9455  </li>
9456
9457
9458
9459
9460  <li>
9461   
9462   
9463   
9464    <p style="margin-bottom: 0cm;">DirectX 8 rendersystem
9465retired, the current DirectX rendersystem is now DirectX9, with legacy
9466cards supported through the DirectX7 rendersystem or OpenGL </p>
9467
9468
9469
9470
9471  </li>
9472
9473
9474
9475
9476  <li>
9477   
9478   
9479   
9480    <p style="margin-bottom: 0cm;">Support for cubic
9481textures and cubic reflection mapping added </p>
9482
9483
9484
9485
9486  </li>
9487
9488
9489
9490
9491  <li>
9492   
9493   
9494   
9495    <p style="margin-bottom: 0cm;">Support for DOT3 bump
9496mapping added </p>
9497
9498
9499
9500
9501  </li>
9502
9503
9504
9505
9506  <li>
9507   
9508   
9509   
9510    <p style="margin-bottom: 0cm;">Significant speed
9511improvements on rebuilding bezier patch surfaces, changing detail level
9512is now a lot faster </p>
9513
9514
9515
9516
9517  </li>
9518
9519
9520
9521
9522  <li>
9523   
9524   
9525   
9526    <p style="margin-bottom: 0cm;">Binary .mesh format
9527updated - please run 'OgreMeshUpgrade' (from Tools/MeshUpgrader) on
9528your old meshes, they may not work properly unless you do this </p>
9529
9530
9531
9532
9533  </li>
9534
9535
9536
9537
9538  <li>
9539   
9540   
9541   
9542    <p style="margin-bottom: 0cm;">OgreXmlConverter now
9543includes parameters to allow you to generate LODs as you convert </p>
9544
9545
9546
9547
9548  </li>
9549
9550
9551
9552
9553  <li>
9554   
9555   
9556   
9557    <p style="margin-bottom: 0cm;">Mesh serializer now
9558rationalises bone assignments so that only 4 are included per vertex </p>
9559
9560
9561
9562
9563  </li>
9564
9565
9566
9567
9568  <li>
9569   
9570   
9571   
9572    <p style="margin-bottom: 0cm;">DTDs for .mesh.xml and
9573.skeleton.xml added </p>
9574
9575
9576
9577
9578  </li>
9579
9580
9581
9582
9583  <li>
9584   
9585   
9586   
9587    <p style="margin-bottom: 0cm;">Added Gtk platform
9588manager with support for ogre as a Gtk/GL widget </p>
9589
9590
9591
9592
9593  </li>
9594
9595
9596
9597
9598  <li>
9599   
9600   
9601   
9602    <p style="margin-bottom: 0cm;">3D Studio Exporter now
9603supports IK and Biped </p>
9604
9605
9606
9607
9608  </li>
9609
9610
9611
9612
9613  <li>
9614   
9615   
9616   
9617    <p style="margin-bottom: 0cm;">Lightwave converter
9618added </p>
9619
9620
9621
9622
9623  </li>
9624
9625
9626
9627
9628  <li>
9629   
9630   
9631   
9632    <p style="margin-bottom: 0cm;">Wings3D converter added
9633    </p>
9634
9635
9636
9637
9638  </li>
9639
9640
9641
9642
9643  <li>
9644   
9645   
9646   
9647    <p style="margin-bottom: 0cm;">Memory leaks with
9648controllers removed </p>
9649
9650
9651
9652
9653  </li>
9654
9655
9656
9657
9658  <li>
9659   
9660   
9661   
9662    <p style="margin-bottom: 0cm;">Visual real-time
9663profiling tool added </p>
9664
9665
9666
9667
9668  </li>
9669
9670
9671
9672
9673  <li>
9674   
9675   
9676   
9677    <p>Many bugfixes and minor enhancements </p>
9678
9679
9680
9681
9682  </li>
9683
9684
9685
9686
9687</ul>
9688
9689
9690
9691
9692<p class="mainheader" align="left">v0.11.0 (18 June
96932003)</p>
9694
9695
9696
9697
9698<p align="left">Changes since 0.10.0:</p>
9699
9700
9701
9702
9703<ul>
9704
9705
9706
9707
9708  <li>
9709   
9710   
9711   
9712    <p style="margin-bottom: 0cm;">SceneQuery introduced;
9713a generic way to query the SceneManager database of objects and world
9714geometry in a way which is optimised per scene management technique but
9715transparent for the client application. Currently only
9716IntersectionSceneQuery is implemented but RaySceneQuery,
9717SphereSceneQuery and others will soon be available too </p>
9718
9719
9720
9721
9722  </li>
9723
9724
9725
9726
9727  <li>
9728   
9729   
9730   
9731    <p style="margin-bottom: 0cm;">ReferenceApplication
9732introduced; this is a new library which sits on top of the main OGRE
9733library in order to provide a reference implementation of combining
9734OGRE with other libraries for use in a full application. Currently
9735combines OGRE and ODE to provide an easy to use collision and realistic
9736physics system, utilising the new SceneQuery functions for generic
9737collision detection. Object to object collision is currently supported,
9738together this object to world collision for the BspSceneManager (ie
9739collision against Quake3 levels), see the BspCollision demo for an
9740example. Per-object friction, bounciness and mass parameters are all
9741definable, also most of the ODE joint types ie ball, hinge, hinge2,
9742universal. World collision for the terrain managers will be added
9743shortly. </p>
9744
9745
9746
9747
9748  </li>
9749
9750
9751
9752
9753  <li>
9754   
9755   
9756   
9757    <p style="margin-bottom: 0cm;">Many structural
9758enhancements to the GLRenderSystem, including an extension manager,
9759separation of window creation etc into a GLSupport class (to enable
9760platform specific window management). Win32GLSupport added so Win32 no
9761longer uses SDL for window management. </p>
9762
9763
9764
9765
9766  </li>
9767
9768
9769
9770
9771  <li>
9772   
9773   
9774   
9775    <p style="margin-bottom: 0cm;">Hardware mipmap
9776generation supported in GL 1.3+ </p>
9777
9778
9779
9780
9781  </li>
9782
9783
9784
9785
9786  <li>
9787   
9788   
9789   
9790    <p style="margin-bottom: 0cm;">New demos: BspCollision
9791and Demo_Water </p>
9792
9793
9794
9795
9796  </li>
9797
9798
9799
9800
9801  <li>
9802   
9803   
9804   
9805    <p style="margin-bottom: 0cm;">RenderTargetListener
9806now supports pre and post Viewport update events </p>
9807
9808
9809
9810
9811  </li>
9812
9813
9814
9815
9816  <li>
9817   
9818   
9819   
9820    <p style="margin-bottom: 0cm;">RenderSystem now
9821supports anisotropic texture filtering and dot3 texture operations </p>
9822
9823
9824
9825
9826  </li>
9827
9828
9829
9830
9831  <li>
9832   
9833   
9834   
9835    <p style="margin-bottom: 0cm;">Significant updates to
9836the 3D Studio Max exporter, now very mature </p>
9837
9838
9839
9840
9841  </li>
9842
9843
9844
9845
9846  <li>
9847   
9848   
9849   
9850    <p style="margin-bottom: 0cm;">Added 3 more basic mesh
9851exporters / converters: Maya, Wings3D and VRML 97 </p>
9852
9853
9854
9855
9856  </li>
9857
9858
9859
9860
9861  <li>
9862   
9863   
9864   
9865    <p style="margin-bottom: 0cm;">Attaching objects to a
9866skeleton: any MovableObject (entities, particle systems etc) can now be
9867attached to any bone on an entity, and will move correctly with the
9868animation </p>
9869
9870
9871
9872
9873  </li>
9874
9875
9876
9877
9878  <li>
9879   
9880   
9881   
9882    <p style="margin-bottom: 0cm;">XMLConverter can now
9883generate / update LOD information for meshes too </p>
9884
9885
9886
9887
9888  </li>
9889
9890
9891
9892
9893  <li>
9894   
9895   
9896   
9897    <p style="margin-bottom: 0cm;">Bones can now be
9898manually controlled in combination with animation tracks much more
9899easily, allowing you to do things like tilt a characters head toward a
9900target while playing other animations, make a character bend at the
9901waist etc. </p>
9902
9903
9904
9905
9906  </li>
9907
9908
9909
9910
9911  <li>
9912   
9913   
9914   
9915    <p style="margin-bottom: 0cm;">New particle affectors:
9916ScaleAffector (particle resizing) and ColourFaderAffector2 (dual-state
9917colour affector which changes behaviour based on a particle's TTL) </p>
9918
9919
9920
9921
9922  </li>
9923
9924
9925
9926
9927  <li>
9928   
9929   
9930   
9931    <p style="margin-bottom: 0cm;">Alternative terrain
9932engine added (NatureSceneManager), supports paging and very large areas
9933    </p>
9934
9935
9936
9937
9938  </li>
9939
9940
9941
9942
9943  <li>
9944   
9945   
9946   
9947    <p style="margin-bottom: 0cm;">Significant speed
9948enhancements to Node, in particular skeletal animation is now many
9949times faster for large skeletons </p>
9950
9951
9952
9953
9954  </li>
9955
9956
9957
9958
9959  <li>
9960   
9961   
9962   
9963    <p style="margin-bottom: 0cm;">Interface breaking
9964change since 0.10.0: SceneNode::createChild now returns a Node* rather
9965than a SceneNode*, you will have to cast it. This was to resolve
9966virtualisation problems </p>
9967
9968
9969
9970
9971  </li>
9972
9973
9974
9975
9976  <li>
9977   
9978   
9979   
9980    <p style="margin-bottom: 0cm;">Platform-specific Timer
9981classes and general timing improvements mean that accuracy and
9982consistency is much better </p>
9983
9984
9985
9986
9987  </li>
9988
9989
9990
9991
9992  <li>
9993   
9994   
9995   
9996    <p style="margin-bottom: 0cm;">Rendering to texture
9997now supported in GL as well as D3D </p>
9998
9999
10000
10001
10002  </li>
10003
10004
10005
10006
10007  <li>
10008   
10009   
10010   
10011    <p style="margin-bottom: 0cm;">SDLRenderSystem renamed
10012to GLRenderSystem </p>
10013
10014
10015
10016
10017  </li>
10018
10019
10020
10021
10022  <li>
10023   
10024   
10025   
10026    <p style="margin-bottom: 0cm;">Python support
10027resurrected, Linux only for now due to Boost problems with VC </p>
10028
10029
10030
10031
10032  </li>
10033
10034
10035
10036
10037  <li>
10038   
10039   
10040   
10041    <p style="margin-bottom: 0cm;">Gui enhancements,
10042including pop up menus and scrollable text areas and being able to
10043#include in .overlay files to reuse definitions (NB: the event and gui
10044classes will shortly be moved into a separate plugin) </p>
10045
10046
10047
10048
10049  </li>
10050
10051
10052
10053
10054  <li>
10055   
10056   
10057   
10058    <p style="margin-bottom: 0cm;">Added ability to switch
10059between buffered and unbuffered input on demand </p>
10060
10061
10062
10063
10064  </li>
10065
10066
10067
10068
10069  <li>
10070   
10071   
10072   
10073    <p style="margin-bottom: 0cm;">VC++.Net 2003 support
10074added </p>
10075
10076
10077
10078
10079  </li>
10080
10081
10082
10083
10084  <li>
10085   
10086   
10087   
10088    <p style="margin-bottom: 0cm;">MaterialSerializer for
10089writing .material scripts from an in-memory version </p>
10090
10091
10092
10093
10094  </li>
10095
10096
10097
10098
10099  <li>
10100   
10101   
10102   
10103    <p>Many bugfixes, including the removal of all remaining
10104memory leaks </p>
10105
10106
10107
10108
10109  </li>
10110
10111
10112
10113
10114</ul>
10115
10116
10117
10118
10119<p class="mainheader" align="left">v0.10.0 (28 Feb
101202003)</p>
10121
10122
10123
10124
10125<p align="left">Changes since 0.9.7:</p>
10126
10127
10128
10129
10130<ul>
10131
10132
10133
10134
10135  <li>
10136   
10137   
10138   
10139    <p style="margin-bottom: 0cm;">Major speed increases
10140for large scenes. Scenes with more than 1500 objects are now feasible
10141at high frame rates. </p>
10142
10143
10144
10145
10146  </li>
10147
10148
10149
10150
10151  <li>
10152   
10153   
10154   
10155    <p style="margin-bottom: 0cm;">3D Studio Max 4 / 5
10156script for exporting meshes and skeletons to XML (which can then be
10157converted to binary using XMLConverter) </p>
10158
10159
10160
10161
10162  </li>
10163
10164
10165
10166
10167  <li>
10168   
10169   
10170   
10171    <p style="margin-bottom: 0cm;">Major updates to the
10172Python bindings </p>
10173
10174
10175
10176
10177  </li>
10178
10179
10180
10181
10182  <li>
10183   
10184   
10185   
10186    <p style="margin-bottom: 0cm;">Added UserDefinedObject
10187to allow references back to external app objects from OGRE objects </p>
10188
10189
10190
10191
10192  </li>
10193
10194
10195
10196
10197  <li>
10198   
10199   
10200   
10201    <p style="margin-bottom: 0cm;">Experimental Direct3D 9
10202Render System </p>
10203
10204
10205
10206
10207  </li>
10208
10209
10210
10211
10212  <li>
10213   
10214   
10215   
10216    <p style="margin-bottom: 0cm;">Skeletal animation now
10217supports additive blending of multiple animations as well as average
10218blending </p>
10219
10220
10221
10222
10223  </li>
10224
10225
10226
10227
10228  <li>
10229   
10230   
10231   
10232    <p>Bugfixes &amp; small feature enhancements </p>
10233
10234
10235
10236
10237  </li>
10238
10239
10240
10241
10242</ul>
10243
10244
10245
10246
10247<p class="mainheader" align="left">v0.9.7 (26
10248January 2003)</p>
10249
10250
10251
10252
10253<p align="left">Changes since 0.99f:</p>
10254
10255
10256
10257
10258<ul>
10259
10260
10261
10262
10263  <li>
10264   
10265   
10266   
10267    <p style="margin-bottom: 0cm;">Mac OSX support added </p>
10268
10269
10270
10271
10272  </li>
10273
10274
10275
10276
10277  <li>
10278   
10279   
10280   
10281    <p style="margin-bottom: 0cm;">Mesh LOD support: both
10282automatic algorithmic detail reduction, and manual LOD assignment </p>
10283
10284
10285
10286
10287  </li>
10288
10289
10290
10291
10292  <li>
10293   
10294   
10295   
10296    <p style="margin-bottom: 0cm;">Milkshape exporter
10297extended to support generation of LODs </p>
10298
10299
10300
10301
10302  </li>
10303
10304
10305
10306
10307  <li>
10308   
10309   
10310   
10311    <p style="margin-bottom: 0cm;">Rendering to a texture
10312(supported in Direct3D only for now, GL support to follow) </p>
10313
10314
10315
10316
10317  </li>
10318
10319
10320
10321
10322  <li>
10323   
10324   
10325   
10326    <p style="margin-bottom: 0cm;">Screenshot support </p>
10327
10328
10329
10330
10331  </li>
10332
10333
10334
10335
10336  <li>
10337   
10338   
10339   
10340    <p style="margin-bottom: 0cm;">DevIL now used for
10341image loading / saving </p>
10342
10343
10344
10345
10346  </li>
10347
10348
10349
10350
10351  <li>
10352   
10353   
10354   
10355    <p style="margin-bottom: 0cm;">Blender export script </p>
10356
10357
10358
10359
10360  </li>
10361
10362
10363
10364
10365  <li>
10366   
10367   
10368   
10369    <p style="margin-bottom: 0cm;">Initial GUI support and
10370buffered input support </p>
10371
10372
10373
10374
10375  </li>
10376
10377
10378
10379
10380  <li>
10381   
10382   
10383   
10384    <p style="margin-bottom: 0cm;">Updates to the Python
10385exports </p>
10386
10387
10388
10389
10390  </li>
10391
10392
10393
10394
10395  <li>
10396   
10397   
10398   
10399    <p style="margin-bottom: 0cm;">A few vector /
10400quaternion optimisations </p>
10401
10402
10403
10404
10405  </li>
10406
10407
10408
10409
10410  <li>
10411   
10412   
10413   
10414    <p style="margin-bottom: 0cm;">Linux / Mac 'install'
10415target paths rationalised </p>
10416
10417
10418
10419
10420  </li>
10421
10422
10423
10424
10425  <li>
10426   
10427   
10428   
10429    <p style="margin-bottom: 0cm;">Bugfixes (including GL
10430lighting and texture effect problems, many memory leaks fixed) </p>
10431
10432
10433
10434
10435  </li>
10436
10437
10438
10439
10440  <li>
10441   
10442   
10443   
10444    <p>Version numbering change (to more standard format) </p>
10445
10446
10447
10448
10449  </li>
10450
10451
10452
10453
10454</ul>
10455
10456
10457
10458
10459<p class="mainheader" align="left">v0.99f (1
10460December 2002)</p>
10461
10462
10463
10464
10465<p align="left">Changes since 0.99e:</p>
10466
10467
10468
10469
10470<ul>
10471
10472
10473
10474
10475  <li>
10476   
10477   
10478   
10479    <p style="margin-bottom: 0cm;">Terrain rendering
10480through the OctreeSceneManager subclass TerrainSceneManager, including
10481detail texturing and vertex colouring options </p>
10482
10483
10484
10485
10486  </li>
10487
10488
10489
10490
10491  <li>
10492   
10493   
10494   
10495    <p style="margin-bottom: 0cm;">Overlays can now have
10496pixel metrics as well as relative metrics, and can be flexibly aligned </p>
10497
10498
10499
10500
10501  </li>
10502
10503
10504
10505
10506  <li>
10507   
10508   
10509   
10510    <p style="margin-bottom: 0cm;">New debug overlay </p>
10511
10512
10513
10514
10515  </li>
10516
10517
10518
10519
10520  <li>
10521   
10522   
10523   
10524    <p style="margin-bottom: 0cm;">Curved sky planes
10525(fog-friendly alternative to sky domes) </p>
10526
10527
10528
10529
10530  </li>
10531
10532
10533
10534
10535  <li>
10536   
10537   
10538   
10539    <p style="margin-bottom: 0cm;">Animation tracks can
10540now scale nodes as well as rotate and translate </p>
10541
10542
10543
10544
10545  </li>
10546
10547
10548
10549
10550  <li>
10551   
10552   
10553   
10554    <p style="margin-bottom: 0cm;">Depth bias now
10555available as a material option, for doing decals </p>
10556
10557
10558
10559
10560  </li>
10561
10562
10563
10564
10565  <li>
10566   
10567   
10568   
10569    <p style="margin-bottom: 0cm;">Stencil buffer
10570operations now supported </p>
10571
10572
10573
10574
10575  </li>
10576
10577
10578
10579
10580  <li>
10581   
10582   
10583   
10584    <p style="margin-bottom: 0cm;">RenderQueueListener
10585allows custom filters to be plugged in, compositing operations to be
10586performed </p>
10587
10588
10589
10590
10591  </li>
10592
10593
10594
10595
10596  <li>
10597   
10598   
10599   
10600    <p style="margin-bottom: 0cm;">New version of 3DSMax
10601exporter </p>
10602
10603
10604
10605
10606  </li>
10607
10608
10609
10610
10611  <li>
10612   
10613   
10614   
10615    <p>Many bugfixes (as usual) </p>
10616
10617
10618
10619
10620  </li>
10621
10622
10623
10624
10625</ul>
10626
10627
10628
10629
10630<p class="mainheader" align="left">v0.99e (25
10631October 2002)</p>
10632
10633
10634
10635
10636<p align="left">Changes since 0.99d:</p>
10637
10638
10639
10640
10641<ul>
10642
10643
10644
10645
10646  <li>
10647   
10648   
10649   
10650    <p style="margin-bottom: 0cm;">Overlay support (HUDs,
10651menus) </p>
10652
10653
10654
10655
10656  </li>
10657
10658
10659
10660
10661  <li>
10662   
10663   
10664   
10665    <p style="margin-bottom: 0cm;">Font rendering </p>
10666
10667
10668
10669
10670  </li>
10671
10672
10673
10674
10675  <li>
10676   
10677   
10678   
10679    <p style="margin-bottom: 0cm;">Octree scene manager
10680added </p>
10681
10682
10683
10684
10685  </li>
10686
10687
10688
10689
10690  <li>
10691   
10692   
10693   
10694    <p style="margin-bottom: 0cm;">XMLConverter allows
10695conversion of .mesh and .skeleton files to XML (XML to .mesh and
10696.skeleton is not finished yet) </p>
10697
10698
10699
10700
10701  </li>
10702
10703
10704
10705
10706  <li>
10707   
10708   
10709   
10710    <p style="margin-bottom: 0cm;">DirectX 8 render system
10711    </p>
10712
10713
10714
10715
10716  </li>
10717
10718
10719
10720
10721  <li>
10722   
10723   
10724   
10725    <p style="margin-bottom: 0cm;">Spline interpolation of
10726animation, both for skeletal animation and for animating any SceneNode </p>
10727
10728
10729
10730
10731  </li>
10732
10733
10734
10735
10736  <li>
10737   
10738   
10739   
10740    <p style="margin-bottom: 0cm;">Automatic camera
10741tracking, spline animations can be used to script smooth camera sweeps </p>
10742
10743
10744
10745
10746  </li>
10747
10748
10749
10750
10751  <li>
10752   
10753   
10754   
10755    <p>Many bugfixes </p>
10756
10757
10758
10759
10760  </li>
10761
10762
10763
10764
10765</ul>
10766
10767
10768
10769
10770<p class="mainheader" align="left">v0.99d (5
10771September 2002)</p>
10772
10773
10774
10775
10776<p class="maincontent" align="left">Changes since
107770.99c:</p>
10778
10779
10780
10781
10782<ul>
10783
10784
10785
10786
10787  <li>
10788   
10789   
10790   
10791    <p style="margin-bottom: 0cm;">Full Linux support! </p>
10792
10793
10794
10795
10796  </li>
10797
10798
10799
10800
10801  <li>
10802   
10803   
10804   
10805    <p style="margin-bottom: 0cm;">Debug memory manager
10806tracing memory leaks </p>
10807
10808
10809
10810
10811  </li>
10812
10813
10814
10815
10816  <li>
10817   
10818   
10819   
10820    <p style="margin-bottom: 0cm;">Generic animation
10821support via Animation, AnimationTrack and KeyFrame classes </p>
10822
10823
10824
10825
10826  </li>
10827
10828
10829
10830
10831  <li>
10832   
10833   
10834   
10835    <p style="margin-bottom: 0cm;">Skeletal animation on
10836meshes, including multiple bone assignments and animation blending </p>
10837
10838
10839
10840
10841  </li>
10842
10843
10844
10845
10846  <li>
10847   
10848   
10849   
10850    <p style="margin-bottom: 0cm;">Updated Milkshape
10851exporter, exports skeleton and animations, can split the combined
10852sequence into many separate animations </p>
10853
10854
10855
10856
10857  </li>
10858
10859
10860
10861
10862  <li>
10863   
10864   
10865   
10866    <p style="margin-bottom: 0cm;">Codec structure, used
10867for loading images more generically and can be used for general coding
10868/ decoding </p>
10869
10870
10871
10872
10873  </li>
10874
10875
10876
10877
10878  <li>
10879   
10880   
10881   
10882    <p style="margin-bottom: 0cm;">Many bugfixes </p>
10883
10884
10885
10886
10887  </li>
10888
10889
10890
10891
10892  <li>
10893   
10894   
10895   
10896    <p>New tutorials </p>
10897
10898
10899
10900
10901  </li>
10902
10903
10904
10905
10906</ul>
10907
10908
10909
10910
10911<p class="mainheader" align="left">v0.99c (19 July
109122002)</p>
10913
10914
10915
10916
10917<p align="left">Changes since 0.99b:</p>
10918
10919
10920
10921
10922<blockquote>Enhancements:</blockquote>
10923
10924
10925
10926
10927<ul>
10928
10929
10930
10931
10932  <li>
10933   
10934   
10935   
10936    <blockquote style="margin-bottom: 0cm;">New
10937MeshSerializer class for importing / exporting mesh data, to be used as
10938the framework for all future modelling tool exporters </blockquote>
10939
10940
10941
10942
10943  </li>
10944
10945
10946
10947
10948  <li>
10949   
10950   
10951   
10952    <blockquote style="margin-bottom: 0cm;">Milkshape3D
10953exporter provided, which uses MeshSerializer to export to the new .mesh
10954file format. This replaces the 3ds2oof utility which along with the
10955.oof is now deprecated, although .oof models can still be loaded. In
10956this version the Milkshape exporter only exports static mesh data
10957without bones or animation. </blockquote>
10958
10959
10960
10961
10962  </li>
10963
10964
10965
10966
10967  <li>
10968   
10969   
10970   
10971    <blockquote style="margin-bottom: 0cm;">SceneNode now
10972supports scaling (uniform and non-uniform), including the option to
10973inherit parent scale or just use own </blockquote>
10974
10975
10976
10977
10978  </li>
10979
10980
10981
10982
10983  <li>
10984   
10985   
10986   
10987    <blockquote style="margin-bottom: 0cm;">Completely new
10988source code folder layout; should be more obvious than the old one. All
10989dependencies are now included in the code structure to avoid having to
10990distribute binary libraries </blockquote>
10991
10992
10993
10994
10995  </li>
10996
10997
10998
10999
11000  <li>
11001   
11002   
11003   
11004    <blockquote style="margin-bottom: 0cm;">Boost added to
11005the Dependencies area </blockquote>
11006
11007
11008
11009
11010  </li>
11011
11012
11013
11014
11015  <li>
11016   
11017   
11018   
11019    <blockquote>New tutorial added, kindly written by Nicholas
11020Green </blockquote>
11021
11022
11023
11024
11025  </li>
11026
11027
11028
11029
11030</ul>
11031
11032
11033
11034
11035<blockquote>Work-in-progress:</blockquote>
11036
11037
11038
11039
11040<ul>
11041
11042
11043
11044
11045  <li>
11046   
11047   
11048   
11049    <blockquote style="margin-bottom: 0cm;">Linux
11050makefiles now present, buildable with gcc 3+ </blockquote>
11051
11052
11053
11054
11055  </li>
11056
11057
11058
11059
11060  <li>
11061   
11062   
11063   
11064    <blockquote style="margin-bottom: 0cm;">SDL / OpenGL
11065render system implementation provided, not totally complete yet but
11066almost there </blockquote>
11067
11068
11069
11070
11071  </li>
11072
11073
11074
11075
11076  <li>
11077   
11078   
11079   
11080    <blockquote>Skeletal animation classes (Animation,
11081AnimationTrack, KeyFrame, Skeleton, Bone) </blockquote>
11082
11083
11084
11085
11086  </li>
11087
11088
11089
11090
11091</ul>
11092
11093
11094
11095
11096<blockquote>Bugfixes:</blockquote>
11097
11098
11099
11100
11101<ul>
11102
11103
11104
11105
11106  <li>
11107   
11108   
11109   
11110    <blockquote style="margin-bottom: 0cm;">Math::NEG_INFINITY
11111now correctly defined </blockquote>
11112
11113
11114
11115
11116  </li>
11117
11118
11119
11120
11121  <li>
11122   
11123   
11124   
11125    <blockquote style="margin-bottom: 0cm;">ColourValue
11126getAsLongARGB alpha bug fixed </blockquote>
11127
11128
11129
11130
11131  </li>
11132
11133
11134
11135
11136  <li>
11137   
11138   
11139   
11140    <blockquote>Problems with camera positioning &amp; lookat
11141behaviour when attached to a SceneNode fixed </blockquote>
11142
11143
11144
11145
11146  </li>
11147
11148
11149
11150
11151</ul>
11152
11153
11154
11155
11156<p class="mainheader" align="left">v0.99b (9 June
111572002)</p>
11158
11159
11160
11161
11162<p align="left">Changes since 0.98b:</p>
11163
11164
11165
11166
11167<blockquote>Enhancements:</blockquote>
11168
11169
11170
11171
11172<ul>
11173
11174
11175
11176
11177  <li>
11178   
11179   
11180   
11181    <blockquote style="margin-bottom: 0cm;">Particle
11182systems implemented, including customisable emitters / affectors
11183through the use of plugins, defining particle system templates through
11184text scripts for easy modification, flexible culling options, flat and
11185oriented billboards for point or directional particles, fast-forwarding
11186of systems to avoid obvious particle system startup, force application,
11187randomised colours &amp; emission angles, randomised velocities and
11188lifetimes and much more. </blockquote>
11189
11190
11191
11192
11193  </li>
11194
11195
11196
11197
11198  <li>
11199   
11200   
11201   
11202    <blockquote style="margin-bottom: 0cm;">Billboarding
11203support (used by particle systems, but can also be used on their own to
11204create backgrounds, static light flares etc) </blockquote>
11205
11206
11207
11208
11209  </li>
11210
11211
11212
11213
11214  <li>
11215   
11216   
11217   
11218    <blockquote style="margin-bottom: 0cm;">Now builds
11219under VC.Net (VC7), .sln and .vcproj files are now included in the
11220distribution </blockquote>
11221
11222
11223
11224
11225  </li>
11226
11227
11228
11229
11230  <li>
11231   
11232   
11233   
11234    <blockquote style="margin-bottom: 0cm;">Zip archives
11235now cache a file index for more efficient retrieval </blockquote>
11236
11237
11238
11239
11240  </li>
11241
11242
11243
11244
11245  <li>
11246   
11247   
11248   
11249    <blockquote>StringInterface base class and helper classes
11250like ParamCommand and StringConverter now available to make scriptable
11251classes easier to create </blockquote>
11252
11253
11254
11255
11256  </li>
11257
11258
11259
11260
11261</ul>
11262
11263
11264
11265
11266<blockquote>Bugfixes:</blockquote>
11267
11268
11269
11270
11271<ul>
11272
11273
11274
11275
11276  <li>
11277   
11278   
11279   
11280    <blockquote style="margin-bottom: 0cm;">Several bugs
11281in 3DS2OOF 3D Studio converter fixed, such as exported files including
11282camera &amp; lights (these are now ignored), objects with missing
11283SmoothGroups, and issue with merging multiple objects </blockquote>
11284
11285
11286
11287
11288  </li>
11289
11290
11291
11292
11293  <li>
11294   
11295   
11296   
11297    <blockquote style="margin-bottom: 0cm;">Environment
11298mapping bug which caused incorrect wrapping is now fixed </blockquote>
11299
11300
11301
11302
11303  </li>
11304
11305
11306
11307
11308  <li>
11309   
11310   
11311   
11312    <blockquote style="margin-bottom: 0cm;">All container
11313'wrappers' have now been replaced with the original STL class since we
11314are now using STLport and don't have the dll boundary problems present
11315in theMicrosoft STL implementation </blockquote>
11316
11317
11318
11319
11320  </li>
11321
11322
11323
11324
11325  <li>
11326   
11327   
11328   
11329    <blockquote>SceneNodes now derive their orientation &amp;
11330position on demand if they are out of date </blockquote>
11331
11332
11333
11334
11335  </li>
11336
11337
11338
11339
11340</ul>
11341
11342
11343
11344
11345<p class="mainheader" align="left">v0.98b (29 March
113462002)</p>
11347
11348
11349
11350
11351<p align="left">Changes since 0.97e:</p>
11352
11353
11354
11355
11356<ul>
11357
11358
11359
11360
11361  <li>
11362   
11363   
11364   
11365    <p style="margin-bottom: 0cm;">Material scripts. All
11366materials can now be specified in .material files, which are loaded at
11367startup and can be altered without recompiling your application. Tweak
11368to your hearts content! See the material scripting section in the
11369Tutorials for more information. </p>
11370
11371
11372
11373
11374  </li>
11375
11376
11377
11378
11379  <li>
11380   
11381   
11382   
11383    <p style="margin-bottom: 0cm;">Landscape rendering - a
11384ROAM scene manager example implementation is now included in the
11385distribution, together with an example demo. Whilst the ROAM approach
11386will not be developed further due to it's relatively high CPU overhead,
11387it serves as an example of how vastly different scene managers can be
11388plugged into Ogre. </p>
11389
11390
11391
11392
11393  </li>
11394
11395
11396
11397
11398  <li>
11399   
11400   
11401   
11402    <p style="margin-bottom: 0cm;">Billboarding.
11403Billboards can now be used to create special effects. Particle systems
11404using this facility are under development. </p>
11405
11406
11407
11408
11409  </li>
11410
11411
11412
11413
11414  <li>
11415   
11416   
11417   
11418    <p style="margin-bottom: 0cm;">Better culling on the
11419standard scene manager. The standard non-scene-specific scene manager
11420now hierarchically culls movables based on their bounding boxes. A
11421triangle counter monitors culling performance. </p>
11422
11423
11424
11425
11426  </li>
11427
11428
11429
11430
11431  <li>
11432   
11433   
11434   
11435    <p style="margin-bottom: 0cm;">Refactored the methods
11436called in the main rendering loop in SceneManager to allow subclasses
11437to modify the behaviour more easily without having to duplicate code. </p>
11438
11439
11440
11441
11442  </li>
11443
11444
11445
11446
11447  <li>
11448   
11449   
11450   
11451    <p>Better compliance with STL standards. Ogre is now built
11452using <a href="http://www.stlport.org/">STLport</a>
11453on both Windows and Linux, and this has necessitated a closer fit with
11454the STL standard rather than the Microsoft implementation. </p>
11455
11456
11457
11458
11459  </li>
11460
11461
11462
11463
11464</ul>
11465
11466
11467
11468
11469<p>&nbsp;</p>
11470
11471
11472
11473
11474<p class="mainheader" align="left">v0.97e (16 Feb
114752002)</p>
11476
11477
11478
11479
11480<p>Changes since 0.97b:</p>
11481
11482
11483
11484
11485<ul>
11486
11487
11488
11489
11490  <li>
11491   
11492   
11493   
11494    <p style="margin-bottom: 0cm;">Archive driver system
11495is in! Say bye-bye to the Ogre::Archive class and welcome to
11496dynamically-loaded archive codecs! </p>
11497
11498
11499
11500
11501  </li>
11502
11503
11504
11505
11506  <li>
11507   
11508   
11509   
11510    <p style="margin-bottom: 0cm;">Two archive codecs are
11511provided: FileSystem codec (works like a normal directory) and Zip
11512Archive codec (works with Zip archives) </p>
11513
11514
11515
11516
11517  </li>
11518
11519
11520
11521
11522  <li>
11523   
11524   
11525   
11526    <p style="margin-bottom: 0cm;">Changed all examples
11527and the Indoor Engine to work with the new codecs </p>
11528
11529
11530
11531
11532  </li>
11533
11534
11535
11536
11537  <li>
11538   
11539   
11540   
11541    <p style="margin-bottom: 0cm;">Modified the way
11542ResourceManager::_findResourceData returns data: now it takes a pointer
11543to a DataChunk and fills the pointed object with all the data, thus
11544avoiding unnecesary memory copying (and eventually fragmentation) </p>
11545
11546
11547
11548
11549  </li>
11550
11551
11552
11553
11554  <li>
11555   
11556   
11557   
11558    <p style="margin-bottom: 0cm;">Some cosmetic changes
11559to the way plug-ins are loaded - no need to specify the extension of
11560the plug-in anymore, and it is registered as given in the Plugins.cfg
11561file. This is because we don't want to load a Dll two times - the first
11562time as [PluginPath]\PluginName.dll and the second time as plain
11563PluginName </p>
11564
11565
11566
11567
11568  </li>
11569
11570
11571
11572
11573  <li>
11574   
11575   
11576   
11577    <p style="margin-bottom: 0cm;">Cosmetic changes in
11578projects and workspaces. They should give no error when compiling and
11579you shouldn't need to create the necessary directories yourselves </p>
11580
11581
11582
11583
11584  </li>
11585
11586
11587
11588
11589  <li>
11590   
11591   
11592   
11593    <p>The Resources folder has changed. The two .oof models and
11594their textures now reside in zip archives to reflect the usage of the
11595new Archive codecs. </p>
11596
11597
11598
11599
11600  </li>
11601
11602
11603
11604
11605</ul>
11606
11607
11608
11609
11610<p class="mainheader" align="left">v0.97b (6 Feb
116112002)</p>
11612
11613
11614
11615
11616<p align="left">Changes since 0.96b:</p>
11617
11618
11619
11620
11621<ul>
11622
11623
11624
11625
11626  <li>
11627   
11628   
11629   
11630    <p style="margin-bottom: 0cm;">Added some more
11631standard Controller objects to allow easy texture scrolling, rotating
11632and scaling. Added support for these to the Quake3 renderer . </p>
11633
11634
11635
11636
11637  </li>
11638
11639
11640
11641
11642  <li>
11643   
11644   
11645   
11646    <p style="margin-bottom: 0cm;">Wave-based controllers
11647allow texture modifications (among other things) to be based on wave
11648types rather than just constant effects </p>
11649
11650
11651
11652
11653  </li>
11654
11655
11656
11657
11658  <li>
11659   
11660   
11661   
11662    <p style="margin-bottom: 0cm;">Added more friendly
11663error dialog when an unhandled exception is thrown </p>
11664
11665
11666
11667
11668  </li>
11669
11670
11671
11672
11673  <li>
11674   
11675   
11676   
11677    <p style="margin-bottom: 0cm;">Fixed a couple of bugs
11678in the config dialog which causes crashes </p>
11679
11680
11681
11682
11683  </li>
11684
11685
11686
11687
11688  <li>
11689   
11690   
11691   
11692    <p>Fogging enabled - scene-wide or customised per material </p>
11693
11694
11695
11696
11697  </li>
11698
11699
11700
11701
11702</ul>
11703
11704
11705
11706
11707<p align="left">&nbsp;</p>
11708
11709
11710
11711
11712<p class="mainheader" align="left">v0.96b (6
11713January 2002)</p>
11714
11715
11716
11717
11718<p align="left">I've changed this log a little to be more
11719concise
11720regarding changes made between snapshot versions. </p>
11721
11722
11723
11724
11725<p align="left">Changes since 0.95b:</p>
11726
11727
11728
11729
11730<ul>
11731
11732
11733
11734
11735  <li>
11736   
11737   
11738   
11739    <p style="margin-bottom: 0cm;">Animated tetxure
11740support. Each texture layer can have multiple frames, with one being
11741active at a time. </p>
11742
11743
11744
11745
11746  </li>
11747
11748
11749
11750
11751  <li>
11752   
11753   
11754   
11755    <p style="margin-bottom: 0cm;">Controller
11756architecture. Controller allow object properties to be updated based on
11757other events or values whilst only loosely coupling the source and
11758destination objects together. In this version Controllers are used for
11759animating texture layers by setting the active texture frame based on a
11760frame timer object. </p>
11761
11762
11763
11764
11765  </li>
11766
11767
11768
11769
11770  <li>
11771   
11772   
11773   
11774    <p style="margin-bottom: 0cm;">Quake 3 .shader script
11775support. Animated textures, multilayer textures etc now being loaded
11776in. No scrolling, rotating or stretching effects yet though </p>
11777
11778
11779
11780
11781  </li>
11782
11783
11784
11785
11786  <li>
11787   
11788   
11789   
11790    <p style="margin-bottom: 0cm;">Skyplanes, skydomes and
11791skyboxes are now supported </p>
11792
11793
11794
11795
11796  </li>
11797
11798
11799
11800
11801  <li>
11802   
11803   
11804   
11805    <p style="margin-bottom: 0cm;">Major improvement in
11806rendering speed thanks to a far smarter render state management
11807approach. </p>
11808
11809
11810
11811
11812  </li>
11813
11814
11815
11816
11817  <li>
11818   
11819   
11820   
11821    <p>Transparent objects now always render correctly when in
11822front of solid objects. </p>
11823
11824
11825
11826
11827  </li>
11828
11829
11830
11831
11832</ul>
11833
11834
11835
11836
11837<p class="mainheader" align="left">6 January 2002</p>
11838
11839
11840
11841
11842<p align="left">Most bugs in shader parsing sorted out. A
11843few shader
11844effects are not supported yet, but most are there and look good.
11845Texture coordinate modifications are missing for the moment, but
11846environment mapping is in (albeit a little different from Q3A's
11847method - I chose to use cameraspace reflection vectors to produce the
11848effect because these are hardware accelerable, whilst Q3A's method of
11849using the vector from camera location to vertex is not), as are all
11850the shafts of light, animated flames etc.</p>
11851
11852
11853
11854
11855<p align="left">No MD3 models are being rendered so there
11856are a few
11857blank spots in the level where a gargoyle, wall sconce etc should be.
11858I'm not going to implement this for now, I've proved the point I
11859wanted to prove which is that Ogre can handle this type of scene
11860well. It's just a few Q3-specific details which are missing which is
11861no big deal, I never set out to produce a working copy of Q3A.</p>
11862
11863
11864
11865
11866<p align="left">I will be releasing another snapshot based
11867on this
11868codebase, and also will release binary demos of all the examples.</p>
11869
11870
11871
11872
11873<p align="left">Next: texture coordinate modifications,
11874extensions to
11875the controller classes. Then particle systems. </p>
11876
11877
11878
11879
11880<p class="mainheader" align="left">5 January 2002</p>
11881
11882
11883
11884
11885<p align="left">Skydomes and skyboxes are in and working,
11886giving you 3
11887types of sky to play with. Skyboxes are for static, wrap-around
11888environment textures like space, whilst skydomes are like skyplanes,
11889but curved.</p>
11890
11891
11892
11893
11894<p align="left">Quake3 shader script conversion is going
11895well, Ogre
11896loads in the .shader files and converts them to Material objects as
11897required, meaning that you can now see flames, shafts of light, TV
11898screens etc inside Ogre. Animated textures are being loaded but not
11899animated yet - I'm going to try and get animation working within a
11900nice generic OO controller framework if I can rather than bash out a
11901single-use approach.</p>
11902
11903
11904
11905
11906<p align="left">One thing I've noticed now the sky is
11907being displayed
11908is there are 'sparklies' around the curved surfaces visible mostly
11909when there is a light-coloured sky. Damn. It appears the points
11910generated from the bezier patches don't quite match up with the
11911surrounding static geometry, meaning there are small gaps. This is a
11912TODO.</p>
11913
11914
11915
11916
11917<p align="left">I still need to fix the odd crash point
11918and a few
11919shaders aren't being loaded properly. Also environment mapping needs
11920a bit of work since Quake3 bases them on camera position -&gt;
11921vertex
11922rather than camera eye vector -&gt; normal, which means they look
11923wrong. I should alos render the 'models' in the level i.e. geometry
11924that doesn't have lightmaps like gargoyles.</p>
11925
11926
11927
11928
11929<p class="mainheader" align="left">27 December 2001</p>
11930
11931
11932
11933
11934<p align="left">Skyplanes are now working. You can now
11935create a plane
11936which is at contant distance from the camera at and orientation for
11937use as a sky. I'll be moving on to skyboxes imminently which will
11938allow full wrap-around skies.</p>
11939
11940
11941
11942
11943<p align="left">I have also totally revamped the example
11944code that is
11945included with the engine. Instead of the single TestApp project,
11946there is now an Examples folder with multiple projects under this
11947which demo each effect. I have also created an object-oriented
11948framework for the examples too, meaning they are now a lot better
11949structured and hopefully better to understand.</p>
11950
11951
11952
11953
11954<p align="left">I also intend to release some binary demos
11955soon so
11956people can quickly see what the engine is capable of without having
11957to build from the source. The good news this week is that I just did
11958a Release build of the Quake3 level renderer, and it runs at a very
11959sweet 170fps in windowed mode on my Athlon 1Ghz and GeForce 2. In
11960fullscreen mode at 1024x768 at 32-bit colour it still manages between
1196150 and 80 fps. I'm very pleased indeed. I would like to tidy up some
11962of the missing textures before I do a binary release so I'll be
11963sorting out the skybox support and other texture effects first.</p>
11964
11965
11966
11967
11968<p class="mainheader" align="left">24 December 2001</p>
11969
11970
11971
11972
11973<p align="left">Refactored the entity rendering routines
11974in the base
11975SceneManager class to make them easier to reuse in subclasses.</p>
11976
11977
11978
11979
11980<p align="left">Material class enhanced to contain all the
11981other render
11982settings such as depth buffer parameters, culling modes, texture
11983filtering etc. It is now possible to drive all the rendering settings
11984via the Material class now so that no calls are required to the
11985RenderSystem class. This makes the settings more intuitive to use,
11986and ensures that you can have different settings per object if you
11987want by assigning different materials, and the SceneManager controls
11988the changes to the rendering settings.</p>
11989
11990
11991
11992
11993<p align="left">Major rewrite of SceneManager::setMaterial
11994and added
11995RenderSystem::_setTextureUnitSettings (used by the former) so that
11996only <b>changes</b> to the material settings are sent to
11997the
11998RenderSystem. This ensures that rendering state changes are minimised
11999and that custom settings are reset only when required. This has
12000improved the framerate across the board by about 50%. A further
12001optimisation which is still to be made is ordering the materials in
12002the render sequence to minimise the render state changes still
12003further, e.g. scheduling 2 materials that have the same layer 0
12004texture but different layer 1 textures next to each other.</p>
12005
12006
12007
12008
12009<p align="left">Started adding sky plane and sky box
12010support to the
12011SceneManager class, but this is not yet functional.</p>
12012
12013
12014
12015
12016<p align="left">Merry Xmas!</p>
12017
12018
12019
12020
12021<p class="mainheader" align="left">4 December 2001</p>
12022
12023
12024
12025
12026<p align="left">General Bezier Patch support through the
12027PatchSurface
12028class.</p>
12029
12030
12031
12032
12033<p align="left">Quake3 level loading uses curved surface
12034support to
12035display Q3A's bezier curves. Custom shader scripts still to be done.</p>
12036
12037
12038
12039
12040<p align="left">IMPORTANT: To compile &amp; run the
12041TestApp demo
12042application you will need to change line 414 of WinMainTest.cpp to
12043point at your Quake3Arena pak0.pk3, since I can't distribute Q3A
12044levels and textures for size and copyright reasons.</p>
12045
12046
12047
12048
12049<p class="mainheader" align="left">11 November 2001</p>
12050
12051
12052
12053
12054<p>First Quake3 level rendering release. No support for shader
12055scripts or curved surfaces yet. </p>
12056
12057
12058
12059
12060<p class="mainheader" align="left">12 October 2001</p>
12061
12062
12063
12064
12065<p>Modified the material blending routines to make it more
12066reliable
12067to fall back on multipass rendering whilst preserving all the correct
12068effects. To do this I had to simplify the basic multitexture blending
12069operations which automatically fall back to multipass, and require
12070that the application explicitly specifies a fallback blend multipass
12071operation if it chooses to use the more complex blending modes which
12072are only available under multitexture hardware. I hope by doing this
12073I keep it simple for most cases (people normally use jusy ADD,
12074MODULATE, REPLACE or ALPHABLEND anyway) whilst still allowing
12075complete flexibility for those who like to tinker with the obscure
12076modes.</p>
12077
12078
12079
12080
12081<p>Decided to make another point release even without the
12082finished
12083Quake3 stuff because there's so much that's useful.</p>
12084
12085
12086
12087
12088<p class="mainheader" align="left">9 October 2001</p>
12089
12090
12091
12092
12093<p>Object/scene blending operations (as opposed to multiple
12094texture
12095layer blending on the same object) support has been added, allowing
12096new effects like transparency.</p>
12097
12098
12099
12100
12101<p>I keep getting distracted from my Quake3 level work but I am
12102progressing - the reason why I switched to this subject is that I
12103realised my fallback technique to multipass rendering when not enough
12104multitexturing hardware was available was not correct, and in order
12105to be able to fix it I needed these new blending options. I'm now
12106wondering whether to fix the multipass fallback now I have the tools
12107or to leave it until later. Right now, if you use more texture layers
12108than the hardware supports in a single pass, things won't look right.
12109I'll get to it.</p>
12110
12111
12112
12113
12114<p class="mainheader" align="left">6 October 2001</p>
12115
12116
12117
12118
12119<p>Ok, remember the problem from 16 September re texture
12120coordinates
12121and confusion over whether (0,0) was the top or bottom left corner of
12122the texture? Well it turns out that once again Direct3D is the odd
12123one out, and 3DS is actually using the more common convention, i.e.
12124(0,0) is the <i>bottom</i> left corner. I have therefore
12125changed the
121263ds2oof routine <i>back</i> to how it was before (using
121273DS UV
12128corrdinates directly) and am flipping the texture itself in the
12129Y-axis when loading it in the Direct3D texture implementation to
12130compensate (D3DTexture.cpp). I should have checked more thoroughly
12131before changing things to be in line with D3D, I should have known it
12132would probably be the odd one.</p>
12133
12134
12135
12136
12137<p>I've done this because I want Ogre to follow industry
12138standards
12139(e.g. right-handed coordinates, anticlockwise vertex winding) rather
12140than Direct3D's viewpoint which is usually the opposite, even though
12141it's Direct3D I'm working on at the moment. I do this because it's
12142what everybody will be used to when they come from maths texts or
12143modelling tools, and is the same as the OpenGL approach (so the
12144OpenGL port should be easier than Direct3D). I just compensate inside
12145my Direct3D-specific classes (e.g. by flipping the Z axis, changing
12146the culling mode, or flipping the texture as above).</p>
12147
12148
12149
12150
12151<p class="mainheader" align="left">5 October 2001</p>
12152
12153
12154
12155
12156<p>Progressive updates are being made to the OgreEngineIndoor
12157module
12158in CVS. Quake3 levels are being loaded and coversion is in progress.</p>
12159
12160
12161
12162
12163<p>I have also fixed a couple more bugs: the ColourValue class
12164was
12165implementing colours a little too bright and wrapped around to black
12166when pure white was specified. This has been fixed. In addition, the
12167mipmap generation was not generating enough mipmaps under Direct3D
12168because D3DX ignores requests for the number of mipmaps and generates
12169as many as required to reduce to a 1x1 texture. This caused smaller
12170mipmaps to be black and thus textures would wink out at long
12171distances. This has been fixed.</p>
12172
12173
12174
12175
12176<p class="mainheader" align="left">16 September 2001</p>
12177
12178
12179
12180
12181<p>Slow going due to moving house. However, fixed a problem with
12182texture coordinates as converted from 3DS using 3ds2oof - I just
12183realised that 3DS uses UV coordinates where V=0.0 is at the <i>bottom</i>
12184of the texture map, instead of the top as with everything else! That
12185explains the strange textures on some models. Fixed 3ds2oof to make
12186V=(1.0 - V) during the conversion. Reconvert your models!</p>
12187
12188
12189
12190
12191<p class="mainheader" align="left">29 August 2001</p>
12192
12193
12194
12195
12196<p>Ogre now supports loading of resources from more flexible
12197locations, including compressed archives (.zip and Quake3 .pk3
12198files). You can specify a list of search paths and archives which are
12199either general across the whole of Ogre or specific to a resource
12200type (e.g. textures, meshes).</p>
12201
12202
12203
12204
12205<p>I've also added support for loading TGA images as well, since
12206Quake3 maps use them in places. </p>
12207
12208
12209
12210
12211<p>I have also dropped support for BMP files. This is because I
12212have
12213had to implement memory-based versions of the image decoders to
12214support loading from archives, and to be frank I couldn't be bothered
12215to implement one for BMP since it's a naff format in my opinion and
12216tied to the Windows platform anyway. Ogre supports JPEG, PNG and TGA
12217which should be plenty of flexibility. Personally I think when you've
12218got PNG (for lossless) and JPEG (for lossy), you don't need anything
12219else.</p>
12220
12221
12222
12223
12224<p class="mainheader" align="left">10 August 2001</p>
12225
12226
12227
12228
12229<p>Texture blending is now in and working! The new TestApp
12230demonstrates the functionality by loading a base model with a
12231standard texture, then adding a second texture layer and applying an
12232environment map to it. The keys 0-7 change the texture blending mode
12233to show what effects different parameters have.</p>
12234
12235
12236
12237
12238<p>I'm now moving onto other features; I want to look at Quake3
12239file
12240loading - there are a couple of things nagging me about managing
12241materials and entities that I'd like to look at but I'd really like
12242to get started on Q3A bsp files now. I also wanted to work on
12243animation, both within models (skeletal animation &amp; bones) and
12244for paths of objects (bezier curves &amp; bsplines), but I just
12245don't
12246have time to do everything I want to! Q3A files first.</p>
12247
12248
12249
12250
12251<p class="mainheader" align="left">5 August 2001</p>
12252
12253
12254
12255
12256<p>Back from a break for holidays!</p>
12257
12258
12259
12260
12261<p>The Camera class now allows a SceneNode to override it's
12262position
12263and orientation when the Camera is attached to a SceneNode. This will
12264allow cameras attached to world objects etc.</p>
12265
12266
12267
12268
12269<p>Started implementing the texture blending operations - the
12270interface is complete, I'm now moving onto the Direct3D
12271implementation. For the moment I'm not worrying about minimising the
12272number of times that changes to blending parameters are made during a
12273frame - I'm still concentrating on minimising the texture changes,
12274which is the main overhead anyway. More optimisation will likely come
12275along with new SceneManager subclasses.</p>
12276
12277
12278
12279
12280<p class="mainheader" align="left">21 July 2001</p>
12281
12282
12283
12284
12285<p>The Camera class now uses quaternions too. Camera rotation is
12286a
12287lot more concise now (instead of storing &amp; trying to update 3
12288vectors I just have a single quaternion) and is more predictable and
12289hopefully more flexible for the future.&nbsp;</p>
12290
12291
12292
12293
12294<p>You can attach a Camera to a SceneNode (this is meant for use
12295in
12296having cameras tracking other objects in the world) but I have yet to
12297implement this - I intend now that they're both on the same basis
12298that if you choose to attach a camera to a scene node then the
12299SceneNode overrides the camera's own position and direction, and
12300maybe even that they update each other (so telling a camera to look
12301somewhere would update the orientation of it's SceneNode too).</p>
12302
12303
12304
12305
12306<p class="mainheader" align="left">19 July 2001</p>
12307
12308
12309
12310
12311<p>Updated SceneNode class to use quaternions internally for all
12312orientations / rotations. This should both be faster and give me more
12313flexibility for the future. Also added a lot more manipulation
12314routines the SceneNode class which were sorely lacking before if you
12315wanted to move stuff around. The Camera class still uses matrices
12316internally but I intend to change that so that a Camera depends on
12317the SceneNode it is attached to for positioning rather than doing it
12318itself. To this end I will need to add extra features to the
12319SceneNode class to replicate functions like lookAt(), which is ok
12320since this will be handy for pointing other objects at each other
12321too.</p>
12322
12323
12324
12325
12326<p class="mainheader" align="left">17 July 2001</p>
12327
12328
12329
12330
12331<p>Fixed an issue with the 3ds2oof utility - it now generates
12332vertex
12333normals based on smooth groups rather than just averaging based on
12334the faces which use the vertex. This removes artefacts along model
12335'seams' e.g. the point where a texture wraps around on the model.</p>
12336
12337
12338
12339
12340<p>Reimplemented environment mapping using the new
12341Material::TextureLayer structure. Started work on adding more
12342manipulation features to the SceneNode class (body code still to do).</p>
12343
12344
12345
12346
12347<p class="mainheader" align="left">4 July 2001</p>
12348
12349
12350
12351
12352<p>Python now has full access to the engine, and it's working
12353great.
12354I've also enabled callbacks into Python from the engine, so you can
12355register a Python class as a listener for frame update events so C++
12356calls Python every frame. Nice.</p>
12357
12358
12359
12360
12361<p>Future Python developments include an embedded version of
12362Python
12363in Ogre so you can build a compiled application which still used
12364interpreted scripts for some things - this will be useful for level
12365scripting etc where the script can be kept in the level data. For now
12366though I'm going back to developing the core engine features .</p>
12367
12368
12369
12370
12371<p class="mainheader" align="left">20 June 2001</p>
12372
12373
12374
12375
12376<p>Spending an awful lot of time exposing all the necessary
12377objects
12378and their interfaces to Python (up till now I have it working but
12379only a few interfaces were exposed). About 90% there now, with a few
12380issues to iron out - I had to extend the compiler heap limit to get
12381it to compile so far since the heavy usage of templates puts a great
12382strain on the compiler memory usage. In a few days I should be in a
12383position to do all my engine testing through Python as well as
12384through a custom C++ application (currently TestApp). </p>
12385
12386
12387
12388
12389<p class="mainheader" align="left">13 June 2001</p>
12390
12391
12392
12393
12394<p>Added FrameListener and FrameEvent classes in order to
12395represent
12396the frame update callback functions in a more object-oriented way.
12397User applications now extend FrameListener and register their
12398interest in receiving frame events - this is based on the Java model
12399of event listening. Note that a boon of this method is that Boost
12400Python allows you to extend existing C++ classes so this provides a
12401perfect mechanism to have C++ call Python scripts when events occur. </p>
12402
12403
12404
12405
12406<p>I intend to extend this pattern to other events like
12407collisions
12408when I implement them. </p>
12409
12410
12411
12412
12413<p class="mainheader" align="left">10 June 2001</p>
12414
12415
12416
12417
12418<p align="left">Changed from using SWIG to Boost Python
12419for Python
12420script integration. I changed because Boost Python supports C++
12421features much beter (including catching C++ exceptions and turning
12422them into Python exceptions, support for namespaces and overloaded
12423operators), it integrates better with my build cycle (doesn't require
12424a separate generate from interface files and can be built directly
12425into the library), and is more up-to-date with the latest Python
12426libraries. I was finding that SWIG's emphasis on pure C as opposed to
12427C++ was getting in the way, and Boost has definitely addressed this.</p>
12428
12429
12430
12431
12432<p align="left">Introduced PythonLink class to expose
12433classes to
12434Python.</p>
12435
12436
12437
12438
12439<p class="mainheader" align="left">7 June 2001</p>
12440
12441
12442
12443
12444<p align="left">Implemented Python integration using SWIG
12445(Simplified
12446Wrapper and Interface Generator). You can now start and initialise
12447Ogre from a Python console and drive it interactively. More work
12448required to expose the full interface to Python however.</p>
12449
12450
12451
12452
12453<p class="mainheader" align="left">31 May 2001</p>
12454
12455
12456
12457
12458<p align="left">Cut over to CVS - CVS repository is now up
12459and running
12460at SourceForge.</p>
12461
12462
12463
12464
12465<p class="mainheader" align="left">20 May 2001</p>
12466
12467
12468
12469
12470<p align="left">SceneNode class integrated with Entity /
12471SubEntity
12472classes. Working basic scene graph. Also reimplemented my previous
12473hack using DirectInput as a proper platform-specific user input class
12474- added the OgreUtility module for this purpose.</p>
12475
12476
12477
12478
12479<p class="mainheader" align="left">15 May 2001</p>
12480
12481
12482
12483
12484<p align="left">SubEntity implementation complete,
12485together with
12486customisable Materials at the SubEntity level. Material usage by
12487SubEntities is now indexed by the SceneManager so that rendering can
12488be grouped by Material such that as few as possible render state
12489changes take place. Note that this does not currently deal with
12490transparency.</p>
12491
12492
12493
12494
12495<p class="mainheader" align="left">13 May 2001</p>
12496
12497
12498
12499
12500<p align="left">Bugs with the new Mesh loading routines
12501now ironed out.</p>
12502
12503
12504
12505
12506<p class="mainheader" align="left">24 April 2001</p>
12507
12508
12509
12510
12511<p align="left">Implemented Mesh, SubMesh and MeshManager
12512classes for
12513loading Ogre Object Format files (converted from .3ds using the Ogre
125143ds2oof tool). Decided to allow the original 3ds mesh to be broken
12515down into chunks specific per material or grouped as a whole
12516depending on requirements. The 3ds2oof utility makes a goos guess as
12517to what is best, based on the percentage of the vertices each SubMesh
12518uses out of the whole model - the lower the percentage the greater
12519chance it will have a dedicated vertex list rather than sharing the
12520whole since that saves sending unnecessary vertices to the pipeline.
12521However this can be customised with parameters since you may want to
12522use vertex buffers where it's more efficient to store 1 buffer even
12523if you only use parts of it.</p>
12524
12525
12526
12527
12528<p class="mainheader" align="left">1 April 2001</p>
12529
12530
12531
12532
12533<p align="left">Began overhaul of Mesh loading routines.</p>
12534
12535
12536
12537
12538<p class="mainheader" align="left">30 March 2001</p>
12539
12540
12541
12542
12543<p align="left">Switched to Doxygen for document
12544generation since ccdoc
12545still doesn't support namespaces. Doxygen is better at
12546cross-referencing anyway and draws nice diagrams.</p>
12547
12548
12549
12550
12551<p class="mainheader" align="left">24 March 2001</p>
12552
12553
12554
12555
12556<p align="left">Added JPEG loading support, and moved this
12557and existing
12558image loading code (PNG) into the Image class. BMP loading is still
12559supported but only on Windows platforms so this is still residing in
12560the D3DTexture class as a special case.</p>
12561
12562
12563
12564
12565<p align="left">Improved the handling of non-square
12566textures on
12567hardware that supports only square textures. The image is now
12568stretched into the square area so that the relative texture
12569coordinates are still valid and no black bands appear on the model.</p>
12570
12571
12572
12573
12574<p class="mainheader" align="left">23 March 2001</p>
12575
12576
12577
12578
12579<p align="left">Multiple viewports per window is
12580implemented and
12581working Ok. Z-Order also applies so picture-in-picture views are
12582possible by placing a smaller viewport on top of another larger one.</p>
12583
12584
12585
12586
12587<p class="mainheader" align="left">11 March 2001</p>
12588
12589
12590
12591
12592<p align="left">Changed the default mechanism for
12593supplying vertex
12594components (position, normals, texture coords, colours) to the
12595RenderOperation class. They were previously assumed to be part of the
12596same buffer with flags indicating which were present. However this
12597was too restrictive and prevented you using entirely separate memory
12598areas for different components, and adding extra components to
12599vertices on the fly. </p>
12600
12601
12602
12603
12604<p align="left">Instead the RenderOperation class now
12605takes pointers
12606for each component, and a 'span' value determines the gap between
12607each value. This allows you to use separate buffers if you like, but
12608also use a combined buffer if that suits you (by using the 'span'
12609value to skip over values in between).</p>
12610
12611
12612
12613
12614<p class="mainheader" align="left">6 March 2001</p>
12615
12616
12617
12618
12619<p align="left">Implemented a 3DStudio conversion tool
12620that works
12621directly from the .3DS files rather than from ASCII exports (as
12622previously) or from a MAX plugin as some others do, which requires a
126233DS license. I based my code on an existing open source routine but I
12624have exteded it since it had a few shortcomings. The tool is called
12625'3ds2oof' because it converts 3DS files to a proprietary format, .OOF
12626(Ogre Object File). This is because it's more efficient for me to do
12627extra processing at conversion time like calculating bounding boxes,
12628splitting vertex buffers, strippifying etc (not that I'm doing all
12629this yet, but I <i>can</i>) rather than at load time as I
12630would have
12631to do if I loaded direct from 3DS inside Ogre.</p>
12632
12633
12634
12635
12636<p class="mainheader" align="left">1 March 2001</p>
12637
12638
12639
12640
12641<p align="left">Over the last 2 weeks I reimplemented my
12642interface to
12643the DirectX rendering pipeline in the new Ogre structure, under the
12644D3DRenderSystem class. Rendering requests are now packaged up in the
12645RenderOperation class, giving me more flexibility on how rendering
12646requests are submitted and handled. Now all the support classes (mesh
12647loading, scene management) are needed.</p>
12648
12649
12650
12651
12652<p class="mainheader" align="left">11 February 2001</p>
12653
12654
12655
12656
12657<p align="left">I've been picking apart the platform
12658dependencies in
12659Ogre so it'll be more portable. I'm also making it flexible enough to
12660handle any number of rendering windows and viewports within thse
12661windows, and also giving you the choice of an automatic rendering
12662loop (max frame rate) and a render-on-demand interface much like you
12663would need for an application like a modelling tool where you want to
12664free up cycles when things don't move and frae rate isn't the most
12665important thing.</p>
12666
12667
12668
12669
12670<p align="left">I now have a nice hierarchy crossing the
12671OgreEngine and
12672OgreWin32Platform modules, with functionality broken down into
12673RenderTarget, RenderWindow and Win32RenderWindow classes. Other
12674platforms can be implemented later, just replacing the
12675Win32RenderWindow maybe with XRenderWindow or MacRenderWindow.</p>
12676
12677
12678
12679
12680<p class="mainheader" align="left">29 December 2000</p>
12681
12682
12683
12684
12685<p align="left">Ogre development starts again after almost
12686a year's
12687break while I finished my degree. Lots of research and design work at
12688this stage to work out how I should structure the object model.</p>
12689
12690
12691
12692
12693<p align="left">&nbsp;</p>
12694
12695
12696
12697
12698</body></html>
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