source: OGRE/trunk/ogrenew/Docs/ChangeLog.html @ 692

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adding ogre 1.2 and dependencies

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103<p class="header" align="center"><img style="width: 250px; height: 100px;" alt="Logo" src="ogre-logo.gif"></p>
104
105
106<p class="header" align="center">OGRE
107(Object-Oriented Graphics
108Rendering Engine)</p>
109
110
111
112
113
114
115
116<p class="header" align="center">Change Log</p>
117
118
119
120
121
122
123
124<p class="mainheader" align="left">v1.2.0
125[Dagon] (RC1: 12 March 2006)
126- Major Release</p>
1271.2.0 is a new major stable release, and therefore has literally
128shedloads of new features. Some interfaces have also changed since the
1291.0.x branch (Azathoth), for full information on porting your
130application from the previous version of OGRE, see the <a href="http://www.ogre3d.org/wiki/index.php/DagonNotes#Porting_notes">Dagon Porting Notes</a> in the OGRE Wiki.
131<ul>
132
133
134  <li><b>Compositing framework</b><span style="font-weight: bold;"></span></li>
135
136
137 
138 
139  <ul>
140
141
142    <li>Full-screen post-processing effects made simple</li>
143
144
145    <li>Easily render to multiple targets, potentially multiple times, and combine the results through shaders</li>
146
147
148    <li>Chain multiple compositors together flexibly so post-processing results can be combined simply</li>
149
150
151    <li>Scriptable through .compositor scripts so you can write less code</li>
152
153
154    <li>Demo_Compositor shows you how to create compositors in code and through script</li>
155
156
157 
158 
159  </ul>
160
161
162  <li style="font-weight: bold;">Multiple&nbsp;Render Target (MRT) support</li>
163
164
165 
166 
167  <ul>
168
169
170    <li>Render to multiple targets simultaneously in the same rendering operation</li>
171
172
173    <li>Perform advanced effects like deferred shading (demo included)</li>
174
175
176    <li>Requires a card which supports MRT</li>
177
178
179 
180 
181  </ul>
182
183
184  <li><b>RenderTexture enhancements</b></li>
185
186
187 
188 
189  <ul>
190
191
192    <li>RenderTextures are now&nbsp;created like all other textures, with
193TextureManager::getSingleton().createManual; you just need to set a usage&nbsp;parameter of
194TU_RENDERTARGET</li>
195
196
197    <li>Render to the faces of cube maps and to volume slices</li>
198
199
200    <li>Retrieve the content of these sub-faces by accessing the
201HardwarePixelBuffer like so:
202tex-&gt;getBuffer(x,y)-&gt;getRenderTarget(z)</li>
203
204
205    <li> RenderTarget::writeContentsToDisk now implemented for all RenderTextures</li>
206
207
208    <li> D3D9: RenderTextures of compatible formats now share one DepthStencil surface to conserve memory</li>
209
210
211    <li> GL: For faster and more flexible rendertextures use GL_EXT_framebuffer_object instead of pbuffers (if available)</li>
212
213
214    <li> GL: PBuffers only used when rendertarget is smaller than frame buffer. If smaller, the framebuffer is used, as this is faster</li>
215
216
217    <li> GL: PBuffers are shared between RenderTextures to conserve memory</li>
218
219
220 
221 
222  </ul>
223
224
225  <li> <b>MovableObject changes</b>
226   
227   
228    <ul>
229
230
231      <li> All MovableObjects are now created through
232MovableObjectFactory, and new factories can be registered by plugins.
233Plugging in new object types generically is now simple
234      </li>
235
236
237      <li> SceneQueries can now exclude entire MovableObject types as well as individual objects
238      </li>
239
240
241      <li> Added MovableObject::setRenderingDistance which operates like
242the same method of StaticGeometry, effectively limiting the view
243distance of individual objects
244      </li>
245
246
247      <li> MovableObject::setVisibilityFlags controls the visibility of
248objects based on a mask set in SceneManager::setVisibilityMask, in the
249same way as SceneQuery works. This is yet another way for you to
250control object visibility, and makes it simpler to turn categories of
251object on / off quickly and efficiently
252      </li>
253
254
255      <li> The default values for MovableObject::setQueryFlags and
256MovableObject::setVisibilityFlags on creation of the MovableObject are
257now defined in the static methods MovableObject::setDefaultQueryFlags
258and MovableObject::setDefaultVisibilityFlags. These defaults start out
259at 0xFFFFFFFF to preserve previous behaviour.
260      </li>
261
262
263   
264   
265    </ul>
266
267
268
269  </li>
270
271
272  <li><b>Billboard / particle enhancements</b>
273   
274   
275    <ul>
276
277
278      <li> Billboards can now be sorted individually relative to the
279camera to provide correct transparency effects (also applies to
280BillboardParticleRenderer, and a new 'sorted' attribute is available in
281particle scripts) </li>
282
283
284      <li> ParticleSystemRenderer can now describing their desired sort mode by override '_getSortMode'.
285      </li>
286
287
288      <li> Billboards can now have their own individual texture
289coordinates to allow you to display subsets of a texture per billboard
290(e.g. for billboard based text)
291      </li>
292
293
294      <li> Particles can now be kept in local space rather than world space
295      </li>
296
297
298      <li> Added two new billboard/particle type:
299BBT_PERPENDICULAR_COMMON (perpendicular_common) and
300BBT_PERPENDICULAR_SELF (perpendicular_self). BBT_PERPENDICULAR_COMMON
301make the billboard plane perpendicular to a common direction, and
302BBT_PERPENDICULAR_SELF make the billboard plane perpendicular to their
303own direction. In other words, their facing to the given direction
304instead of the camera. It's useful for an aureola around the player and
305parallel to the ground etc. Both of them use an additional up-vector to
306determine the billboard X and Y axis.
307      </li>
308
309
310      <li> Added billboard/particle rotation type setting, allowing you
311to rotate vertices or rotate texture coordinates. Defaults to rotate
312texture coordinates to preserve previous behavior. Use new
313'billboard_rotation_type' attribute to set rotate type in particle
314scripts when using BillboardParticleRenderer.
315      </li>
316
317
318      <li> Billboard particle renderer now supports setting the billboard origin in particle scripts via 'billboard_origin'.
319      </li>
320
321
322      <li> Particle system now allows the user to configure the sampling
323interval, either fixed or based on frame-rate. Default based on
324frame-rate to preserving previous behavior. Use
325'ParticleSystem::setIterationInterval' to configure iteration interval
326per particle system, or use
327'ParticleSystem::setDefaultIterationInterval' to set the default
328iteration interval for all ParticleSystem instances that don't have
329their own setting. Available in script as 'iteration_interval'.
330      </li>
331
332
333      <li> ParticleSystem now supports a 'nonvisible update timeout'
334which means that if a particle system is not visible from any camera
335for the time specified, it will cease to update, saving the expense.
336You can set the default for all systems without their own setting
337through ParticleSystem::setDefaultNonvisibleUpdateTimeout, or set it
338per system (through script as 'nonvisible_update_timeout').
339      </li>
340
341
342      <li> Each billboard can now have its own custom texture
343coordinates instead of merely generated coordinates (which were either
344the whole texture or grid set)
345      </li>
346
347
348      <li> Billboardset now supports an 'accurate facing' model so that
349billoard orientation is calculated based on the relative positions of
350the camera and each billboard, which is more accurate but slower than
351the default method (which is to use the camera axes for all
352billboards). This option is available through particle systems as
353'accurate_facing true' too.
354      </li>
355
356
357      <li> BillboardChain and RibbonTrail classes allow you to do 'beam' effects like jet trails and lightning arcs
358      </li>
359
360
361   
362   
363    </ul>
364
365
366
367  </li>
368
369
370  <li> <b>SceneManager enhancements</b>
371   
372   
373    <ul>
374
375
376      <li> SceneManagers are now constructed from SceneManagerFactory instances, allowing more than one instance of the same type of SM
377      </li>
378
379
380      <li> SceneManagers must be constructed first using
381Root::createSceneManager, and can be created based on a scene type mask
382(a binary combination of requested types), or an explicit name
383      </li>
384
385
386      <li> Available SceneManager types can be iterated over using
387Root::getSceneManagerMetaDataIterator, each with a type name,
388description, scene type mask and world geometry support flag
389      </li>
390
391
392      <li> Using multiple simultaneous SceneManagers, of the same type or different types, is now safe</li>
393
394
395      <li> SceneManager::setWorldGeometry now accepts a stream as input as well as a filename</li>
396
397
398   
399   
400    </ul>
401
402
403
404  </li>
405
406
407  <li> <b>Material enhancements</b>
408   
409   
410    <ul>
411
412
413      <li> Techniques, passes, and Texture unit states can now be named
414      </li>
415
416
417      <li> Materials can now extend other materials, through the script
418syntax 'material DerivedMaterial&nbsp;: BaseMaterial', to allow simple
419refinement of existing materials
420      </li>
421
422
423      <li> matrix4x4, float4, float9, and float16 in material script now properly load matrices for use with GLSL shader unitforms
424      </li>
425
426
427      <li> New auto parameter binding 'pass_number'
428      </li>
429
430
431      <li> Serializer now writes out all shader bindings (for tools)
432      </li>
433
434
435      <li> Passes can now iterate an arbitrary number of times, either globally or per light
436      </li>
437
438
439      <li> New auto parameter binding 'pass_iteration_number'
440      </li>
441
442
443      <li> There is no limit on the number of frames for animated textures. There used to be a limit of 32.
444      </li>
445
446
447      <li> matrix4x4 in material script now uses same matrix element layout for Cg, HLSL, GLSL
448      </li>
449
450
451      <li> New TextureUnitState blending option, blend_diffuse_colour,
452allows you to use the RGB luminence of vertex colours as an additional
453blending parametric
454      </li>
455
456
457      <li> New texture addressing mode 'border' and texture unit
458attribute 'tex_border_colour'. 'border' addressing mode will set to the
459border colour when texture coordinates outside the range [0.0, 1.0].
460      </li>
461
462
463      <li> New gpu parameter 'render_target_flipping', allow adjust
464position to accord with requires texture flipping when bypassed
465standardise projection transform.
466      </li>
467
468
469      <li> New gpu parameters 'fog_colour' and 'fog_params', allow access fog parameters by gpu program if need.
470      </li>
471
472
473      <li> New pass attribute 'polygon_mode', allowing you to specify
474solid, wireframe or point rendering on a per-pass basis (instead of
475just an object basis as before)
476      </li>
477
478
479      <li> New feature 'material schemes' - every technique can be
480allocated to a scheme ('scheme blah' in technique block), and viewports
481can have a preferred scheme. This allows wholesale switching between
482techniques per viewport, or just globally to do scalable effects, or
483hdr paths etc
484      </li>
485
486
487      <li> new Ocean Demo added showing use of CEGUI manipulating programable shader parameters in realtime.
488      </li>
489
490
491      <li> New option on texture loading within texture_unit to load a
492single-channel luminence texture into alpha, useful for fixed-function
493alpha textures
494      </li>
495
496
497   
498   
499    </ul>
500
501
502
503  </li>
504
505
506  <li> <b>Animation enhancements</b>
507   
508   
509    <ul>
510
511
512      <li><span style="font-weight: bold;">Morph and Pose animation</span></li>
513
514
515     
516     
517      <ul>
518
519
520        <li>Animation of vertex positions in either hardware or software</li>
521
522
523        <li>'Morph' variant is similar to old-skool vertex keyframe
524animation; this is&nbsp;recommended only for legacy applications (e.g.
525MD2)</li>
526
527
528        <li>'Pose' variant is a modern, blendable pose based system
529which allows you to perform much more sophisticated vertex animation
530such as facial animation (using expression and mouth shape keys), and
531can be combined with skeletal animation.</li>
532
533
534     
535     
536      </ul>
537
538
539      <li> Existing animation tracks are now just one type of track, ie NodeAnimationTrack
540      </li>
541
542
543      <li> New 'NumericAnimationTrack' allows the animation of any numeric value through the AnimableValue abstraction
544      </li>
545
546
547      <li>Significant number of optimisations means that animation is now faster than before
548      </li>
549
550
551   
552   
553    </ul>
554
555
556
557  </li>
558
559
560  <li> <b>Skinning blending enhancements</b>.
561   
562   
563    <ul>
564
565
566      <li>Larger skeletons are now possible with hardware skinning.
567OGRE now only passes&nbsp;world matrices for the bones of a subentity
568that are
569actually used, saving shader constants if you split up your mesh,
570should your skeleton get too large for the constraints of the target
571shader model.&nbsp;
572      </li>
573
574
575      <li> Software skinning is now more efficient</li>
576
577
578     
579     
580      <ul>
581
582
583        <li>Temporary blended buffers are now held for a period of time
584per entity before being released back to the pool, which allows better
585frame coherency on these buffers</li>
586
587
588        <li>software skinning is now done in object space,
589with&nbsp;additional
590special optimisations for frozen/disabled animation, so that
591the&nbsp;software blended
592vertex datacan be kept for as many frames as practical without
593recalculating it (it will only get released when the entity has been
594out of frame for some time)
595        </li>
596
597
598     
599     
600      </ul>
601
602
603   
604   
605    </ul>
606
607
608
609  </li>
610
611
612  <li> <b>ManualObject added</b> to make custom geometry creation more accessible
613   
614   
615    <ul>
616
617
618      <li> Closely mirrors the GL immediate mode interface; create geometry using begin(); position(); normal(); texCoord(); end();
619      </li>
620
621
622      <li> Builds data into regular hardware buffers for performance
623      </li>
624
625
626      <li> Supports all types of shadows
627      </li>
628
629
630      <li> Can convert the result to Mesh if desired for instancing
631      </li>
632
633
634   
635   
636    </ul>
637
638
639
640  </li>
641
642
643  <li> <b>Node&nbsp;</b><b>enhancements</b>
644   
645   
646    <ul>
647
648
649      <li> Node::Listener added so you can use Node::setListener to get callbacks when the transform changes
650      </li>
651
652
653      <li> Node::setInheritOrientation/getInheritOrientation added
654allows configure the node whether it should inherit orientation from
655it's parent node.
656      </li>
657
658
659   
660   
661    </ul>
662
663
664
665  </li>
666
667
668  <li> <b>Render queue enhancements</b>
669   
670   
671    <ul>
672
673
674      <li> Render queue groups can now be given an arbitrary uint8 identifier rather than just one of a fixed set of enums
675      </li>
676
677
678      <li> Custom render queue invocation sequence per viewport if required
679      </li>
680
681
682      <li> Allow suppression of shadow processing and render state changes during custom invocation
683      </li>
684
685
686      <li> Ordering / grouping of non-transparents can be changed per invocation
687      </li>
688
689
690   
691   
692    </ul>
693
694
695
696  </li>
697
698
699  <li> <b>Shadow enhancements</b>
700   
701   
702    <ul>
703
704
705      <li> New shadow type SHADOWTYPE_TEXTURE_ADDITIVE, allowing the
706lighting accuracy of additive shadows with the GPU speed of texture
707shadows
708      </li>
709
710
711      <li> You can now disable the rendering of shadows per viewport, to save time in mini-maps / RTTs etc
712      </li>
713
714
715      <li> ShadowListener interface added
716       
717       
718        <ul>
719
720
721          <li> <i>shadowTexturesUpdated</i> allows you to hook into the time
722when shadow textures have been rendered to, but before they are used.
723You can use this to perform custom shadow behaviour such as filtering
724          </li>
725
726
727          <li> <i>shadowTextureCasterPreViewProj</i> and <i>shadowTextureReceiverPreViewProj</i>
728fires before the view &amp; projection matrices are set for the shadow
729caster / receiver renders respectively; you can use these hooks to
730provide a specialised camera setup if you want to define custom shadow
731systems
732          </li>
733
734
735       
736       
737        </ul>
738
739
740
741      </li>
742
743
744      <li> Texture shadow casting now fully supports alpha blended / alpha rejection materials
745      </li>
746
747
748      <li> Both stencil and texture additive shadow technique now fully supports alpha rejection shadow receiver.
749      </li>
750
751
752      <li> Texture shadow supports point light, used directional light
753look at target mechanism and 120 degree FOV (similar spotlight)
754behavior. </li>
755
756
757   
758   
759    </ul>
760
761
762
763  </li>
764
765
766  <li> <b>Resource management&nbsp;</b><b>enhancements</b>
767   
768   
769    <ul>
770
771
772      <li> Added a new predefined resource group called
773ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME ("Internal") for
774dealing with resources created internally by the engine; you can now
775safely unload the default resource group if you choose without
776affecting these internal resources.
777      </li>
778
779
780      <li> Added a new meta resource group called
781ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME ("Autodetect"); if
782you use this group name, the <i>real</i> resource group is detected at
783load time based on where the resource is found in the configured
784resource locations. Entity now uses this method by default to load
785meshes so you no longer have to preload meshes in custom resource
786groups if you don't want to (although preloading is often a good idea
787anyway for performance).
788      </li>
789
790
791      <li> <b>Resource loading group fallback</b>
792       
793       
794        <ul>
795
796
797          <li> When a resource is not found in the requested resource group, look for it in the others based on resource locations
798          </li>
799
800
801          <li> The group ownership of resources changes when this happens
802          </li>
803
804
805          <li> This allows you to load a material from a custom group and have it load textures into a general resource group dynamically
806          </li>
807
808
809       
810       
811        </ul>
812
813
814
815      </li>
816
817
818      <li> <b>ResourceGroupManager::unloadUnreferencedResourcesInGroup</b> now available to unload only resources which are not currently being used
819      </li>
820
821
822      <li> <b>ResourceManager::unloadUnreferencedResources</b> / <b>ResourceManager::reloadUnreferencedResources</b> now available to unload / reload only resources which are not currently being used
823      </li>
824
825
826   
827   
828    </ul>
829
830
831
832  </li>
833
834
835</ul>
836
837
838
839<ul>
840
841
842  <li> <b>Platform Manager enhancements</b>
843   
844   
845    <ul>
846
847
848      <li> Added Ogre::PlatformManager::messagePump(RenderWindow*) to the
849platform manager - This moves the Win32 message pump from Ogre::Root to
850the Win32Platform Manager, and the GLX platform messages to the GLX
851Platform manager. On other platforms (Mac &amp; SDL) this has no
852effect. Call this method if not using startRendering (as startRendering
853calls this everyloop for the default renderwindow) to pump messages
854into Ogre while avoiding the OS pcific issues in your own code - allows
855alt-tabbing, etc to work correctly.
856      </li>
857
858
859      <li> Timer stability on dual core systems
860      </li>
861
862
863      <li> GLX Platform only listens to Window X events when not using
864Ogre input system - allows ability to plug in other input systems
865easier, while not having to pump specific X events into Ogre manually.</li>
866
867
868      <li> Added Viewport::setSkiesEnabled() to let users hide skies for
869viewport individually, allow control skies displays or not more easy,
870especially for using multiple viewports.</li>
871
872
873   
874   
875    </ul>
876
877
878
879  </li>
880
881
882  <li><span style="font-weight: bold;">D3D9 enhancements</span></li>
883
884
885 
886 
887  <ul>
888
889
890    <li> Triple buffering enabled when vsync is enabled</li>
891
892
893 
894 
895  </ul>
896
897
898  <li style="font-weight: bold;">GL enhancements</li>
899
900
901 
902 
903  <ul>
904
905
906    <li> Two sided stencil is always supported for GL 2.0 compliant drivers, even ATI
907    </li>
908
909
910    <li> Fast texture-to-texture blit, blitFromMemory, and hardware
911accelerated bi/trilinear scaling using FBO. This improves loading time
912in the common case that some textures need to be scaled to power-of-two
913size.
914    </li>
915
916
917    <li> Implement Texture::copyToTexture for GL, which was already
918implemented for DX9 (useful for longer term storage of graphics
919rendered to a texture)
920    </li>
921
922
923 
924 
925  </ul>
926
927
928  <li><span style="font-weight: bold;">Camera / Viewport Enhancements</span></li>
929
930
931 
932 
933  <ul>
934
935
936    <li>Cameras &amp; Frustums can now have custom view and / or projection matrices if required
937    </li>
938
939
940    <li> Viewports now have a setting to say which buffers they clear if clearing is enabled (colour, depth, stencil)</li>
941
942
943    <li>
944Added off-axis perspective projection to Frustum and Camera.
945Related functions: Frustum::setFrustumOffset,
946Frustum::getFrustumOffset, Frustum::setFocalLength,
947Frustum::getFocalLength.</li>
948
949
950    <li> Added methods to access 'virtual' (reflected if need) or 'real' (unreflected always) world orientation/position of the camera.</li>
951
952
953 
954 
955  </ul>
956
957
958  <li> Added <b>radix sorting</b> routines to allow for faster sorting
959  </li>
960
961
962  <li> CEGUI renderer updated to v0.4.x
963  </li>
964
965
966  <li> Added IndexData::optimiseVertexCache to allow people to cache-optimise their triangle list indexes
967  </li>
968
969
970  <li> Added pulse width modulation option to WaveformControllerFunction
971  </li>
972
973
974  <li> Added Root::setFrameSmoothingPeriod() to let users customise smoothing of frame time fluctuations.
975  </li>
976
977
978  <li> Every render system config options are stored to configuration file.
979  </li>
980
981
982  <li> VC6 &amp; VC7.0 (2002) support discontinued; officially supported Microsoft compilers are now VC7.1 (2003) and VC8 (2005)
983  </li>
984
985
986  <li> Direct3D7 support removed</li>
987
988
989</ul>
990
991<p class="mainheader" align="left">v1.0.7
992[Azathoth] (12 February 2006)
993- Maintenance Release</p>
994
995
996
997
998
999
1000
1001<ul>
1002
1003
1004  <li><span style="font-weight: bold;">D3D9:</span></li>
1005
1006
1007 
1008 
1009  <ul>
1010
1011
1012    <li>Fixed device leak when destroying primary window manually rather than via shutdown()</li>
1013
1014
1015    <li>Potential D3D9 leaks during fatal error conditions fixed</li>
1016
1017
1018    <li>Fix potential leak when using DDS textures if premature shutdown encountered</li>
1019
1020
1021    <li>Fix another trailing state issue on device lost/restore, clear all texture units and vertex streams before resetting</li>
1022
1023
1024    <li>Don't create any mipmaps when building temp surface in blitToMemory</li>
1025
1026
1027    <li>Fixed a compile bug in double-precision mode</li>
1028
1029
1030    <li>Floating point texture support now correctly logged</li>
1031
1032
1033    <li>Fix vs_2_x/a, ps_2_x/a/b detection</li>
1034
1035
1036 
1037 
1038  </ul>
1039
1040
1041  <li style="font-weight: bold;">D3D7:</li>
1042
1043
1044 
1045 
1046  <ul>
1047
1048
1049    <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>
1050
1051
1052 
1053 
1054  </ul>
1055
1056
1057  <li style="font-weight: bold;">GL:</li>
1058
1059
1060 
1061 
1062  <ul>
1063
1064
1065    <li>Fix potential performance problems with NPOT pbuffers</li>
1066
1067
1068 
1069 
1070  </ul>
1071
1072
1073  <li><span style="font-weight: bold;">Terrain plugin:</span></li>
1074
1075
1076 
1077 
1078  <ul>
1079
1080
1081    <li>Light list finding should be specialised for each terrain tile.&nbsp;</li>
1082
1083
1084    <li>LOD calculation should use minimum distance between terrain tile bounding box and camera position</li>
1085
1086
1087 
1088 
1089  </ul>
1090
1091
1092 
1093 
1094  <ul>
1095
1096
1097    <li>Throw exception when registering a page source for a type which is already present</li>
1098
1099
1100 
1101 
1102  </ul>
1103
1104
1105  <li><span style="font-weight: bold;">Nodes:</span></li>
1106
1107
1108 
1109 
1110  <ul>
1111
1112
1113    <li>Fixed
1114a bug in SceneNode::setDirection with a local natural facing of
1115something other than +/-Z, and when dealing with different spaces</li>
1116
1117
1118 
1119 
1120  </ul>
1121
1122
1123 
1124 
1125  <ul>
1126
1127
1128    <li>TagPoint should always reflect parent entity&nbsp;scale changes</li>
1129
1130
1131    <li>Fixed crash in SceneManager::destroySceneNode when using&nbsp;auto tracking</li>
1132
1133
1134 
1135 
1136  </ul>
1137
1138
1139  <li><span style="font-weight: bold;">Shadows:</span></li>
1140
1141
1142 
1143 
1144  <ul>
1145
1146
1147    <li>Fix rendering of texture shadows not respecting getShadowsEnabled() flag on queue group</li>
1148
1149
1150    <li>Alpha-blended materials can now cast texture shadows accurately</li>
1151
1152
1153    <li>Correctly render stencil shadows when oblique depth projection in use (use zfail all the time)</li>
1154
1155
1156    <li>Free up shadow textures immediately when texture shadows no longer in use to save video memory</li>
1157
1158
1159 
1160 
1161  </ul>
1162
1163
1164  <li style="font-weight: bold;">Materials:</li>
1165
1166
1167 
1168 
1169  <ul>
1170
1171
1172    <li>Fix incorrect output serialisation of 'modulate' and 'colour_blend' scene blend factors&nbsp;from memory to .material files</li>
1173
1174
1175 
1176 
1177  </ul>
1178
1179
1180 
1181 
1182  <ul>
1183
1184
1185    <li>Fix splitting of passes when too many texture units used</li>
1186
1187
1188    <li>Bugfix
1189for auto gpu program parameters:'view_direction', 'view_side_vector'
1190and 'view_up_vector' should be in world space. Also viewport size
1191params were using render target details&nbsp;instead of viewport</li>
1192
1193
1194 
1195 
1196  </ul>
1197
1198
1199  <li style="font-weight: bold;">Particles &amp; billboards:</li>
1200
1201
1202 
1203 
1204  <ul>
1205
1206
1207    <li>Fix billboard orientation when using camera reflection</li>
1208
1209
1210    <li>AreaEmitter should have a different default 'up' to the default 'direction'</li>
1211
1212
1213    <li>Fix bug in particle scale affector - should scale from default dimensions in the first instance</li>
1214
1215
1216 
1217 
1218  </ul>
1219
1220
1221  <li>Workaround to avoid std::iostream memory leaks in VC8 (MS bug - until VC8 SP1 arrives)</li>
1222
1223
1224  <li>Fix Font::StrBBox for strings containing spaces</li>
1225
1226
1227  <li>Memory manager tweaks to improve shutdown performance when using large containers in debug</li>
1228
1229
1230  <li>Quaternion now outputs to stream with same element&nbsp;ordering as constructor</li>
1231
1232
1233  <li>Accessor methods added to retrieve current sky settings on SceneManager</li>
1234
1235
1236  <li>Add automatic fallback for Vector3.getRotationTo if 180 degree rotation is requested</li>
1237
1238
1239  <li>Cleaner
1240Implementation of occlusion query delete mechanism. Added
1241destroyHardwareOcclusionQuery and made RenderSystem clean up any
1242remaining queries at shutdown just like RenderTarget</li>
1243
1244
1245  <li>Eliminate
1246potential temp blended buffer checkout bug: occuring when call
1247TempBlendedBufferInfo::checkoutTempCopies more than once in same frame.</li>
1248
1249
1250  <li>Fixed rendersystems setClipPlanes sending of user clip plane equations to device (d was inverted)</li>
1251
1252
1253  <li>Fix bug in edge list builder when indexStart is used</li>
1254
1255
1256  <li>Fix bug where Math::ASin returned the wrong value for +1.0 and -1.0</li>
1257
1258
1259  <li>Fix bug in border panel; uvs for centre panel should be updated at the same time as the border</li>
1260
1261
1262  <li>XSI exporter significant speed improvements and better progress reporting</li>
1263
1264
1265  <li>Timer more consistent after performance counter hiccups, and will run continuously over the 49.7 days boundary</li>
1266
1267
1268  <li>Move zziplib headers so external apps are no longer dependent</li>
1269
1270
1271  <li>Update controllers before updating scene animations in case users use controllers to manipulate scene animation</li>
1272
1273
1274  <li>Avoid multi-results of same object from OctreePlaneBoundedVolumeListSceneQuery</li>
1275
1276
1277  <li>Default
1278mMaterialName as well as mpMaterial in SubEntity so they are consistent
1279(issue with StaticGeometry if no material set)&nbsp;</li>
1280
1281
1282  <li>Fix infinite loop when RenderQueueListener tried to skip a queue</li>
1283
1284
1285  <li>Fix crash when creating / destroying Root more than once</li>
1286
1287
1288  <li>3D Studio Max exporter now supports Max 8</li>
1289
1290
1291  <li>New barrel and palette models added</li>
1292
1293
1294  <li>Many&nbsp;compiler warnings squashed</li>
1295
1296
1297  <li>Documentation clarifications</li>
1298
1299
1300</ul>
1301
1302
1303<p class="mainheader" align="left">v1.0.6
1304[Azathoth] (20 November 2005)
1305- Maintenance Release</p>
1306
1307
1308
1309
1310
1311
1312
1313<ul>
1314
1315
1316
1317
1318
1319
1320
1321  <li><span style="font-weight: bold;">Visual C++
13222005 </span>now supported, use Ogre_vc8.sln</li>
1323
1324
1325
1326
1327
1328
1329
1330  <li><span style="font-weight: bold;">XSI Exporter</span>
1331   
1332   
1333   
1334   
1335   
1336   
1337    <ul>
1338
1339
1340
1341
1342
1343
1344
1345      <li>XSI v5 now supported (in addition to v4.0 and 4.2)</li>
1346
1347
1348
1349
1350
1351
1352
1353      <li>Material exporter now picks up custom texture
1354transforms correctly </li>
1355
1356
1357
1358
1359
1360
1361
1362      <li>Fix for using multiple clusters with envelopes (bone
1363assignment groups) spanning them. </li>
1364
1365
1366
1367
1368
1369
1370
1371      <li>Don't export empty submeshes (caused by starting with
1372polys which are&nbsp; later all reallocated to clusters) </li>
1373
1374
1375
1376
1377
1378
1379
1380   
1381   
1382   
1383   
1384   
1385   
1386    </ul>
1387
1388
1389
1390
1391
1392
1393
1394  </li>
1395
1396
1397
1398
1399
1400
1401
1402  <li><span style="font-weight: bold;">D3D9 fixes</span>:
1403   
1404   
1405   
1406   
1407   
1408   
1409    <ul>
1410
1411
1412
1413
1414
1415
1416
1417      <li>Render window writeContentsToFile method speeded up +
1418some bugfixes </li>
1419
1420
1421
1422
1423
1424
1425
1426      <li>Avoid a memory leak when GPU programs fail to load</li>
1427
1428
1429
1430
1431
1432      <li>Fix potential surface leak when destroying a secondary window but not the device</li>
1433
1434
1435
1436
1437
1438
1439
1440   
1441   
1442   
1443   
1444   
1445   
1446    </ul>
1447
1448
1449
1450
1451
1452
1453
1454  </li>
1455
1456
1457
1458
1459
1460
1461
1462  <li><span style="font-weight: bold;">GL fixes</span>:
1463   
1464   
1465   
1466   
1467   
1468   
1469    <ul>
1470
1471
1472
1473
1474
1475
1476
1477      <li>Don't change GL context while creating a new render
1478window if current context is available </li>
1479
1480
1481
1482
1483
1484
1485
1486      <li>Share lists between render window GL contexts</li>
1487
1488
1489
1490
1491
1492
1493
1494      <li>Fixed incorrect loaded state when creating a manual
1495texture in GL</li>
1496
1497
1498
1499
1500
1501
1502
1503      <li>Fixed many gcc warnings on GL atifs compiler</li>
1504
1505
1506
1507
1508      <li>Type correction for external / parent handles in GLX platform &amp; doc corrections</li>
1509
1510
1511
1512
1513
1514
1515
1516   
1517   
1518   
1519   
1520   
1521   
1522    </ul>
1523
1524
1525
1526
1527
1528
1529
1530  </li>
1531
1532
1533
1534
1535
1536
1537
1538  <li><span style="font-weight: bold;">D3D7 fixes</span>:
1539   
1540   
1541   
1542   
1543   
1544   
1545    <ul>
1546
1547
1548
1549
1550
1551
1552
1553      <li>Fixed Dx7 device lost problems, switching from
1554fullscreen to windowed and back now works in Dx7 too.</li>
1555
1556
1557
1558
1559
1560
1561
1562      <li>Fix oblique projection on D3D7 (fix bad clipping on
1563render to texture demo)</li>
1564
1565
1566
1567
1568
1569
1570
1571   
1572   
1573   
1574   
1575   
1576   
1577    </ul>
1578
1579
1580
1581
1582
1583
1584
1585  </li>
1586
1587
1588
1589
1590
1591
1592
1593  <li><span style="font-weight: bold;">Mesh / Entity
1594fixes</span>:
1595   
1596   
1597   
1598   
1599   
1600   
1601    <ul>
1602
1603
1604
1605
1606
1607
1608
1609      <li>XML format DTD</li>
1610
1611
1612
1613
1614
1615
1616
1617     
1618     
1619     
1620     
1621     
1622     
1623      <ul>
1624
1625
1626
1627
1628
1629
1630
1631        <li>Range of texture_coords attribute should be 0 to 8
1632not 0 to 7 </li>
1633
1634
1635
1636
1637
1638
1639
1640     
1641     
1642     
1643     
1644     
1645     
1646      </ul>
1647
1648
1649
1650
1651
1652
1653
1654     
1655     
1656     
1657     
1658     
1659     
1660      <ul>
1661
1662
1663
1664
1665
1666
1667
1668        <li>3D texture coordinates should be considered valid in
1669DTD</li>
1670
1671
1672
1673
1674
1675
1676
1677     
1678     
1679     
1680     
1681     
1682     
1683      </ul>
1684
1685
1686
1687
1688
1689
1690
1691      <li>Mesh::getSubMesh now safely checks for an index out of
1692bounds condition.</li>
1693
1694
1695
1696
1697
1698
1699
1700      <li> Unload mesh should clear bone assignments and removes
1701reference to skeleton</li>
1702
1703
1704
1705
1706
1707
1708
1709      <li>Added method to access manual levels of detail for the
1710entity. Allow user more control to the lod level (e.g. change material,
1711attach objects).</li>
1712
1713
1714
1715
1716
1717
1718
1719   
1720   
1721   
1722   
1723   
1724   
1725    </ul>
1726
1727
1728
1729
1730
1731
1732
1733  </li>
1734
1735
1736
1737
1738
1739
1740
1741  <li><span style="font-weight: bold;">Hardware
1742vertex buffer pool fixes</span>:
1743   
1744   
1745   
1746   
1747   
1748   
1749    <ul>
1750
1751
1752
1753
1754
1755
1756
1757      <li>TempBlendedBufferInfo destructor needs to make sure
1758allocated buffer copies have been released - this bug showed up when
1759entities using software skinned skeletal animation were removed from
1760the scenemanager during rendering prior to frame ended finishing </li>
1761
1762
1763
1764
1765
1766
1767
1768      <li>Buffer manager must make sure that no buffer copies or
1769free temp vertex buffers exist that are associated with a vertex buffer
1770that is being deleted </li>
1771
1772
1773
1774
1775
1776
1777
1778   
1779   
1780   
1781   
1782   
1783   
1784    </ul>
1785
1786
1787
1788
1789
1790
1791
1792  </li>
1793
1794
1795
1796
1797
1798
1799
1800  <li><span style="font-weight: bold;">Logging
1801changes</span>:
1802   
1803   
1804   
1805   
1806   
1807   
1808    <ul>
1809
1810
1811
1812
1813
1814
1815
1816      <li>Silently tolerate not having any log files to write to,
1817so people can run logless if they really want. </li>
1818
1819
1820
1821
1822
1823
1824
1825      <li>Allow suppression of file output on Log to allow a
1826LogListener-only setup </li>
1827
1828
1829
1830
1831
1832
1833
1834   
1835   
1836   
1837   
1838   
1839   
1840    </ul>
1841
1842
1843
1844
1845
1846
1847
1848  </li>
1849
1850
1851
1852
1853
1854
1855
1856  <li><span style="font-weight: bold;">Shader fixes</span>:
1857   
1858   
1859   
1860   
1861   
1862   
1863    <ul>
1864
1865
1866
1867
1868
1869
1870
1871      <li>Correct number of constants supported by ps_1_x</li>
1872
1873
1874
1875
1876
1877
1878
1879      <li>Fix ps_2_x detection; report as ps_2_a/b but assembler
1880syntax is still called ps_2_x</li>
1881
1882
1883
1884
1885
1886
1887
1888      <li>Fixed
1889memory/resource leak of high-level GPU program in the case qhere the
1890high-level portion is loaded, but the low-level GPU program itself
1891never loaded</li>
1892
1893
1894
1895
1896
1897
1898
1899   
1900   
1901   
1902   
1903   
1904   
1905    </ul>
1906
1907
1908
1909
1910
1911
1912
1913  </li>
1914
1915
1916
1917
1918
1919
1920
1921  <li><span style="font-weight: bold;">Shadow fixes</span>:
1922   
1923   
1924   
1925   
1926   
1927   
1928    <ul>
1929
1930
1931
1932
1933
1934
1935
1936      <li>Fix missing shadow volume extrude program parameters
1937when shadow volume materials initialised somewhere else </li>
1938
1939
1940
1941
1942
1943
1944
1945      <li>Resolve an issue when find shadow casters for light,
1946and the light is attached to scene node. Should use derived light
1947position/direction to query for shadow casters </li>
1948
1949
1950
1951
1952
1953
1954
1955   
1956   
1957   
1958   
1959   
1960   
1961    </ul>
1962
1963
1964
1965
1966
1967
1968
1969  </li>
1970
1971
1972
1973
1974
1975
1976
1977  <li><span style="font-weight: bold;">Material fixes</span>:</li>
1978
1979
1980
1981
1982
1983
1984
1985 
1986 
1987 
1988 
1989 
1990 
1991  <ul>
1992
1993
1994
1995
1996
1997
1998
1999    <li>Ensure that custom texture transforms are serialised /
2000deserialised into .material scripts</li>
2001
2002
2003
2004
2005
2006
2007
2008    <li>When
2009material recompile required, need to unload whole content of material,
2010avoid leak because some TUS animation/effect controllers maybe created.</li>
2011
2012
2013
2014
2015
2016
2017
2018    <li>Fix cloning problems when using the ACT_TIME auto
2019parameter</li>
2020
2021
2022
2023
2024
2025
2026
2027 
2028 
2029 
2030 
2031 
2032 
2033  </ul>
2034
2035
2036
2037
2038
2039
2040
2041  <li><span style="font-weight: bold;">Texture fixes</span>:
2042   
2043   
2044   
2045   
2046   
2047   
2048    <ul>
2049
2050
2051
2052
2053
2054
2055
2056      <li>TextureManager loadImage/loadRawData
2057should be create texture as manual texture without loader, in fact the
2058texture can't auto reload again.</li>
2059
2060
2061
2062
2063
2064
2065
2066      <li>Enable/disable 32-bit textures now work properly even
2067if no texture exists, and only reloads the loaded and reloadable
2068textures.</li>
2069
2070
2071
2072
2073
2074
2075
2076      <li>You
2077can now access the original dimensions of the texture image even if the
2078final texture dimensions (due to hardware requirements) are different</li>
2079
2080
2081
2082
2083
2084
2085
2086   
2087   
2088   
2089   
2090   
2091   
2092    </ul>
2093
2094
2095
2096
2097
2098
2099
2100  </li>
2101
2102
2103
2104
2105
2106
2107
2108  <li><span style="font-weight: bold;">Dependencies
2109updated</span> </li>
2110
2111
2112
2113
2114
2115
2116
2117 
2118 
2119 
2120 
2121 
2122 
2123  <ul>
2124
2125
2126
2127
2128
2129
2130
2131    <li>Freetype is now v2.1.1.0 </li>
2132
2133
2134
2135
2136
2137
2138
2139 
2140 
2141 
2142 
2143 
2144 
2145  </ul>
2146
2147
2148
2149
2150
2151
2152
2153 
2154 
2155 
2156 
2157 
2158 
2159  <ul>
2160
2161
2162
2163
2164
2165
2166
2167    <li>DevIL is now 1.6.7 </li>
2168
2169
2170
2171
2172
2173
2174
2175 
2176 
2177 
2178 
2179 
2180 
2181  </ul>
2182
2183
2184
2185
2186
2187
2188
2189 
2190 
2191 
2192 
2193 
2194 
2195  <ul>
2196
2197
2198
2199
2200
2201
2202
2203    <li>zlib is now 1.2.3 </li>
2204
2205
2206
2207
2208
2209
2210
2211 
2212 
2213 
2214 
2215 
2216 
2217  </ul>
2218
2219
2220
2221
2222
2223
2224
2225 
2226 
2227 
2228 
2229 
2230 
2231  <ul>
2232
2233
2234
2235
2236
2237
2238
2239    <li>zzliplib is now 0.13.44 (this fixes a memory leak when
2240reloading resources from a zip file) </li>
2241
2242
2243
2244
2245
2246
2247
2248 
2249 
2250 
2251 
2252 
2253 
2254  </ul>
2255
2256
2257
2258
2259
2260
2261
2262 
2263 
2264 
2265 
2266 
2267 
2268  <ul>
2269
2270
2271
2272
2273
2274
2275
2276    <li>CEGui remains at 0.3.x since 0.4.x requires potential
2277changes to custom looks, users are free to upgrade themselves (but will
2278need the source release, not the SDK)</li>
2279
2280
2281
2282
2283
2284
2285
2286 
2287 
2288 
2289 
2290 
2291 
2292  </ul>
2293
2294
2295
2296
2297
2298
2299
2300  <li><span style="font-weight: bold;">Particle
2301systems</span>: </li>
2302
2303
2304
2305
2306
2307
2308
2309 
2310 
2311 
2312 
2313 
2314 
2315  <ul>
2316
2317
2318
2319
2320
2321
2322
2323    <li>Delay loading of image on ColourImage particle affector
2324to avoid startup overhead, and deal with more formats instead of
2325assuming pixel format </li>
2326
2327
2328
2329
2330
2331
2332
2333 
2334 
2335 
2336 
2337 
2338 
2339  </ul>
2340
2341
2342
2343
2344
2345
2346
2347 
2348 
2349 
2350 
2351 
2352 
2353  <ul>
2354
2355
2356
2357
2358
2359
2360
2361    <li>Should check for duplicates before creating/adding new
2362particle system templates, otherwise leakage </li>
2363
2364
2365
2366
2367
2368
2369
2370 
2371 
2372 
2373 
2374 
2375 
2376  </ul>
2377
2378
2379
2380
2381
2382
2383
2384  <li>Disable gcc version script which causes problems in gcc
2385v4.x </li>
2386
2387
2388
2389
2390
2391
2392
2393  <li>Add the ability to raise and listen in on
2394RenderSystem-specific
2395events (allows people to listen in on device lost / restore if they
2396choose to)</li>
2397
2398
2399
2400
2401
2402
2403
2404  <li>Fix comparison bug in HardwarePixelBuffer::blit which would
2405cause it to scale unnecessarily </li>
2406
2407
2408
2409
2410
2411
2412
2413  <li>Solve crash when ray scene query is done without landscape
2414loaded in TerrainSceneManager </li>
2415
2416
2417
2418
2419
2420
2421
2422  <li>Open data streams one at a time while parsing scripts to
2423avoid opening a lot of disk files simultaneously that may exceed file
2424handle limits </li>
2425
2426
2427
2428
2429
2430
2431
2432  <li>Allow archives to be unloaded </li>
2433
2434
2435
2436
2437
2438
2439
2440  <li>Fixed destroying track which maybe absent, just ignore it
2441when this situation happens </li>
2442
2443
2444
2445
2446
2447
2448
2449  <li>Fix merging of CEGui flags in Linux build</li>
2450
2451
2452
2453
2454
2455
2456
2457  <li>Don't allow double-load of plugins</li>
2458
2459
2460
2461
2462
2463
2464
2465  <li>Gracefully deal with invalid requests to use the same
2466SceneNode name more than once</li>
2467
2468
2469
2470
2471
2472
2473
2474  <li>RenderTarget::writeContentsToTimestampedFile now writes out
2475the date/time in correct human readable format</li>
2476
2477
2478
2479
2480
2481
2482
2483  <li>Fix for "unknown property."scale" in $Biped_Object" error
2484in 3DSMax exporter</li>
2485
2486
2487
2488  <li>OverlayElement parent overlay initialisation fixed</li>
2489
2490
2491
2492
2493
2494
2495
2496  <li>Several documentation corrections </li>
2497
2498
2499
2500
2501
2502
2503
2504</ul>
2505
2506
2507
2508
2509
2510
2511
2512<p class="mainheader" align="left">v1.0.5
2513[Azathoth] (25 September
25142005) - Maintenance Release</p>
2515
2516
2517
2518
2519
2520
2521
2522<ul>
2523
2524
2525
2526
2527
2528
2529
2530  <li>
2531   
2532   
2533   
2534   
2535   
2536   
2537    <p style="margin-bottom: 0cm;">D3D9:&nbsp; </p>
2538
2539
2540
2541
2542
2543
2544
2545   
2546   
2547   
2548   
2549   
2550   
2551    <ul>
2552
2553
2554
2555
2556
2557
2558
2559      <li>
2560       
2561       
2562       
2563       
2564       
2565       
2566        <p style="margin-bottom: 0cm;">Fixed device lost
2567issue with manual textures with manual loaders. </p>
2568
2569
2570
2571
2572
2573
2574
2575      </li>
2576
2577
2578
2579
2580
2581
2582
2583      <li>
2584       
2585       
2586       
2587       
2588       
2589       
2590        <p style="margin-bottom: 0cm;">Ensure that
2591textures which were unloaded at the time of the device lost remain
2592unloaded after the device is restored (previously these textures would
2593be loaded by the restore) </p>
2594
2595
2596
2597
2598
2599
2600
2601      </li>
2602
2603
2604
2605
2606
2607
2608
2609      <li>
2610       
2611       
2612       
2613       
2614       
2615       
2616        <p style="margin-bottom: 0cm;">Fix restoration of
2617specified number of mipmaps after device restore </p>
2618
2619
2620
2621
2622
2623
2624
2625      </li>
2626
2627
2628
2629
2630
2631
2632
2633      <li>
2634       
2635       
2636       
2637       
2638       
2639       
2640        <p style="margin-bottom: 0cm;">Fix mipmap issue
2641introduced in 1.0.4 with textures whose dimensions are not power of two</p>
2642
2643
2644
2645
2646
2647
2648
2649      </li>
2650
2651
2652
2653
2654
2655
2656
2657   
2658   
2659   
2660   
2661   
2662   
2663    </ul>
2664
2665
2666
2667
2668
2669
2670
2671  </li>
2672
2673
2674
2675
2676
2677
2678
2679  <li>
2680   
2681   
2682   
2683   
2684   
2685   
2686    <p style="margin-bottom: 0cm;">GL: </p>
2687
2688
2689
2690
2691
2692
2693
2694   
2695   
2696   
2697   
2698   
2699   
2700    <ul>
2701
2702
2703
2704
2705
2706
2707
2708      <li>
2709       
2710       
2711       
2712       
2713       
2714       
2715        <p style="margin-bottom: 0cm;">context switching
2716should be preserving GPU programs and depth/colour mask settings,
2717because scene manager treat render system as ONE 'context' ONLY. </p>
2718
2719
2720
2721
2722
2723
2724
2725      </li>
2726
2727
2728
2729
2730
2731
2732
2733      <li>
2734       
2735       
2736       
2737       
2738       
2739       
2740        <p style="margin-bottom: 0cm;">'Warning texture'
2741now bound to a texture unit if it is used but not defined, e.g. in a
2742shader but the material definition does not include a corresponding
2743texture unit </p>
2744
2745
2746
2747
2748
2749
2750
2751      </li>
2752
2753
2754
2755
2756
2757
2758
2759      <li>
2760       
2761       
2762       
2763       
2764       
2765       
2766        <p style="margin-bottom: 0cm;">Fix a flipping
2767issue when a viewport doesn't take up the whole of a render texture</p>
2768
2769
2770
2771
2772
2773
2774
2775      </li>
2776
2777
2778
2779
2780
2781
2782
2783   
2784   
2785   
2786   
2787   
2788   
2789    </ul>
2790
2791
2792
2793
2794
2795
2796
2797  </li>
2798
2799
2800
2801
2802
2803
2804
2805  <li>
2806   
2807   
2808   
2809   
2810   
2811   
2812    <p style="margin-bottom: 0cm;">XSI Exporter: </p>
2813
2814
2815
2816
2817
2818
2819
2820   
2821   
2822   
2823   
2824   
2825   
2826    <ul>
2827
2828
2829
2830
2831
2832
2833
2834      <li>
2835       
2836       
2837       
2838       
2839       
2840       
2841        <p style="margin-bottom: 0cm;">Fix export of
2842multiple animations where initial pose is different </p>
2843
2844
2845
2846
2847
2848
2849
2850      </li>
2851
2852
2853
2854
2855
2856
2857
2858      <li>
2859       
2860       
2861       
2862       
2863       
2864       
2865        <p style="margin-bottom: 0cm;">Material prefix
2866should apply to the exported .mesh as well as the .material</p>
2867
2868
2869
2870
2871
2872
2873
2874      </li>
2875
2876
2877
2878
2879
2880
2881
2882   
2883   
2884   
2885   
2886   
2887   
2888    </ul>
2889
2890
2891
2892
2893
2894
2895
2896  </li>
2897
2898
2899
2900
2901
2902
2903
2904  <li>
2905   
2906   
2907   
2908   
2909   
2910   
2911    <p style="margin-bottom: 0cm;">Fix memory leak on
2912software skinning</p>
2913
2914
2915
2916
2917
2918
2919
2920  </li>
2921
2922
2923
2924
2925
2926
2927
2928  <li>
2929   
2930   
2931   
2932   
2933   
2934   
2935    <p style="margin-bottom: 0cm;">Material: compile
2936illumination passes on demand</p>
2937
2938
2939
2940
2941
2942
2943
2944  </li>
2945
2946
2947
2948
2949
2950
2951
2952  <li>
2953   
2954   
2955   
2956   
2957   
2958   
2959    <p style="margin-bottom: 0cm;">BillboardSet: Optimise
2960updating of bounds when creating a new billboard</p>
2961
2962
2963
2964
2965
2966
2967
2968  </li>
2969
2970
2971
2972
2973
2974
2975
2976  <li>
2977   
2978   
2979   
2980   
2981   
2982   
2983    <p style="margin-bottom: 0cm;">Win32 platform fix:
2984DInput buffer overflows resolved</p>
2985
2986
2987
2988
2989
2990
2991
2992  </li>
2993
2994
2995
2996
2997
2998
2999
3000  <li>
3001   
3002   
3003   
3004   
3005   
3006   
3007    <p style="margin-bottom: 0cm;">StaticGeometry::addSceneNode
3008should cascade as documented</p>
3009
3010
3011
3012
3013
3014
3015
3016  </li>
3017
3018
3019
3020
3021
3022
3023
3024  <li>
3025   
3026   
3027   
3028   
3029   
3030   
3031    <p style="margin-bottom: 0cm;">Ensure
3032HardwareBufferLicensee::licenseExpired is called in all cases</p>
3033
3034
3035
3036
3037
3038
3039
3040  </li>
3041
3042
3043
3044
3045
3046
3047
3048  <li>
3049   
3050   
3051   
3052   
3053   
3054   
3055    <p style="margin-bottom: 0cm;">GLXWindow::resize fixed</p>
3056
3057
3058
3059
3060
3061
3062
3063  </li>
3064
3065
3066
3067
3068
3069
3070
3071  <li>
3072   
3073   
3074   
3075   
3076   
3077   
3078    <p style="margin-bottom: 0cm;">Fix potential memory
3079leak during overlay creation</p>
3080
3081
3082
3083
3084
3085
3086
3087  </li>
3088
3089
3090
3091
3092
3093
3094
3095  <li>
3096   
3097   
3098   
3099   
3100   
3101   
3102    <p style="margin-bottom: 0cm;">Alter bump mapping /
3103offset mapping shaders to handle directional lights as well</p>
3104
3105
3106
3107
3108
3109
3110
3111  </li>
3112
3113
3114
3115
3116
3117
3118
3119  <li>
3120   
3121   
3122   
3123   
3124   
3125   
3126    <p style="margin-bottom: 0cm;">Fix a range issue on
3127the specular bump mapping shader, looks nicer now</p>
3128
3129
3130
3131
3132
3133
3134
3135  </li>
3136
3137
3138
3139
3140
3141
3142
3143  <li>
3144   
3145   
3146   
3147   
3148   
3149   
3150    <p style="margin-bottom: 0cm;">Fix memory leaks when
3151using StaticGeometry &amp; stencil shadows</p>
3152
3153
3154
3155
3156
3157
3158
3159  </li>
3160
3161
3162
3163
3164
3165
3166
3167  <li>
3168   
3169   
3170   
3171   
3172   
3173   
3174    <p style="margin-bottom: 0cm;">Fix TextureUnitState
3175clone bug: _load called after after TUS is cloned so that effect and
3176animation controllers are constructed. Also reduced _dirtyhash() calls
3177while cloning TUS</p>
3178
3179
3180
3181
3182
3183
3184
3185  </li>
3186
3187
3188
3189
3190
3191
3192
3193  <li>
3194   
3195   
3196   
3197   
3198   
3199   
3200    <p style="margin-bottom: 0cm;">Fix off-by-one bug in
3201parseAlphaOpEx when using manual blend</p>
3202
3203
3204
3205
3206
3207
3208
3209  </li>
3210
3211
3212
3213
3214
3215
3216
3217  <li>
3218   
3219   
3220   
3221   
3222   
3223   
3224    <p style="margin-bottom: 0cm;">Fix potential
3225transparencybug: passes can be transparent even if destination blend
3226factor is zero, if source factor is destination-based</p>
3227
3228
3229
3230
3231
3232
3233
3234  </li>
3235
3236
3237
3238
3239
3240
3241
3242  <li>
3243   
3244   
3245   
3246   
3247   
3248   
3249    <p style="margin-bottom: 0cm;">Node: Assert that a
3250node is parent-less before adding it in addChild, avoids inconsistency
3251issues</p>
3252
3253
3254
3255
3256
3257
3258
3259  </li>
3260
3261
3262
3263
3264
3265
3266
3267  <li>
3268   
3269   
3270   
3271   
3272   
3273   
3274    <p style="margin-bottom: 0cm;">Support conversion from
3275and to PF_FLOATxx_R pixel format</p>
3276
3277
3278
3279
3280
3281
3282
3283  </li>
3284
3285
3286
3287
3288
3289
3290
3291  <li>
3292   
3293   
3294   
3295   
3296   
3297   
3298    <p style="margin-bottom: 0cm;">Fix segfault in
3299OgreXMLConverter when built with GCC 4.0</p>
3300
3301
3302
3303
3304
3305
3306
3307  </li>
3308
3309
3310
3311
3312
3313
3314
3315  <li>
3316   
3317   
3318   
3319   
3320   
3321   
3322    <p style="margin-bottom: 0cm;">Fix big endian
3323compilation bug in CEGuiTexture (affects Linux on PPC and OSX)</p>
3324
3325
3326
3327
3328
3329
3330
3331  </li>
3332
3333
3334
3335
3336
3337
3338
3339  <li>
3340   
3341   
3342   
3343   
3344   
3345   
3346    <p style="margin-bottom: 0cm;">Some API and manual
3347clarifications, including: </p>
3348
3349
3350
3351
3352
3353
3354
3355   
3356   
3357   
3358   
3359   
3360   
3361    <ul>
3362
3363
3364
3365
3366
3367
3368
3369      <li>
3370       
3371       
3372       
3373       
3374       
3375       
3376        <p style="margin-bottom: 0cm;">Finally add section
3377on hardware pixel buffers</p>
3378
3379
3380
3381
3382
3383
3384
3385      </li>
3386
3387
3388
3389
3390
3391
3392
3393      <li>
3394       
3395       
3396       
3397       
3398       
3399       
3400        <p style="margin-bottom: 0cm;">now includes
3401minimum ATI/nVidia card specifications for shaders of a given profile </p>
3402
3403
3404
3405
3406
3407
3408
3409      </li>
3410
3411
3412
3413
3414
3415
3416
3417      <li>
3418       
3419       
3420       
3421       
3422       
3423       
3424        <p>Remove / correct old GUI manual pages</p>
3425
3426
3427
3428
3429
3430
3431
3432      </li>
3433
3434
3435
3436
3437
3438
3439
3440   
3441   
3442   
3443   
3444   
3445   
3446    </ul>
3447
3448
3449
3450
3451
3452
3453
3454  </li>
3455
3456
3457
3458
3459
3460
3461
3462</ul>
3463
3464
3465
3466
3467
3468
3469
3470<p class="mainheader" align="left">v1.0.4
3471[Azathoth] (21 August 2005) -
3472Maintenance Release</p>
3473
3474
3475
3476
3477
3478
3479
3480<ul>
3481
3482
3483
3484
3485
3486
3487
3488  <li>
3489   
3490   
3491   
3492   
3493   
3494   
3495    <p style="margin-bottom: 0cm;">Fix texture shadows
3496when using basic SceneManager (not octree or bsp) </p>
3497
3498
3499
3500
3501
3502
3503
3504  </li>
3505
3506
3507
3508
3509
3510
3511
3512  <li>
3513   
3514   
3515   
3516   
3517   
3518   
3519    <p style="margin-bottom: 0cm;">Fix memory leaks in
3520Demo_Water and Demo_VolumeTex</p>
3521
3522
3523
3524
3525
3526
3527
3528  </li>
3529
3530
3531
3532
3533
3534
3535
3536  <li>
3537   
3538   
3539   
3540   
3541   
3542   
3543    <p style="margin-bottom: 0cm;">Add isStillOutstanding
3544method to hardware occlusion queries to promote more asynchronous
3545behaviour</p>
3546
3547
3548
3549
3550
3551
3552
3553  </li>
3554
3555
3556
3557
3558
3559
3560
3561  <li>
3562   
3563   
3564   
3565   
3566   
3567   
3568    <p style="margin-bottom: 0cm;">Fix a couple of squared
3569distance comparison bugs</p>
3570
3571
3572
3573
3574
3575
3576
3577  </li>
3578
3579
3580
3581
3582
3583
3584
3585  <li>
3586   
3587   
3588   
3589   
3590   
3591   
3592    <p style="margin-bottom: 0cm;">Fix
3593OverlayElement::updateTextureGeometry being called repetitively</p>
3594
3595
3596
3597
3598
3599
3600
3601  </li>
3602
3603
3604
3605
3606
3607
3608
3609  <li>
3610   
3611   
3612   
3613   
3614   
3615   
3616    <p style="margin-bottom: 0cm;">D3D
3617_makePerspectiveMatrix fix (left/top/right/bottom version)</p>
3618
3619
3620
3621
3622
3623
3624
3625  </li>
3626
3627
3628
3629
3630
3631
3632
3633  <li>
3634   
3635   
3636   
3637   
3638   
3639   
3640    <p style="margin-bottom: 0cm;">Demo_VolumeTex material
3641loading bug fixed</p>
3642
3643
3644
3645
3646
3647
3648
3649  </li>
3650
3651
3652
3653
3654
3655
3656
3657  <li>
3658   
3659   
3660   
3661   
3662   
3663   
3664    <p style="margin-bottom: 0cm;">Fixed accumulated
3665discrepancy in animation track optimise</p>
3666
3667
3668
3669
3670
3671
3672
3673  </li>
3674
3675
3676
3677
3678
3679
3680
3681  <li>
3682   
3683   
3684   
3685   
3686   
3687   
3688    <p style="margin-bottom: 0cm;">Bugfix to
3689SceneQuery::removeQueryFlags</p>
3690
3691
3692
3693
3694
3695
3696
3697  </li>
3698
3699
3700
3701
3702
3703
3704
3705  <li>
3706   
3707   
3708   
3709   
3710   
3711   
3712    <p style="margin-bottom: 0cm;">Node destruction now
3713cleaner</p>
3714
3715
3716
3717
3718
3719
3720
3721  </li>
3722
3723
3724
3725
3726
3727
3728
3729  <li>
3730   
3731   
3732   
3733   
3734   
3735   
3736    <p style="margin-bottom: 0cm;">Add ability to force
3737software skinning to Entity</p>
3738
3739
3740
3741
3742
3743
3744
3745  </li>
3746
3747
3748
3749
3750
3751
3752
3753  <li>
3754   
3755   
3756   
3757   
3758   
3759   
3760    <p style="margin-bottom: 0cm;">D3D texture bugfixes </p>
3761
3762
3763
3764
3765
3766
3767
3768   
3769   
3770   
3771   
3772   
3773   
3774    <ul>
3775
3776
3777
3778
3779
3780
3781
3782      <li>
3783       
3784       
3785       
3786       
3787       
3788       
3789        <p style="margin-bottom: 0cm;">We need to check
3790the corrected pixel format before determining hardware
3791dynamic/auto-mipmap texture support </p>
3792
3793
3794
3795
3796
3797
3798
3799      </li>
3800
3801
3802
3803
3804
3805
3806
3807      <li>
3808       
3809       
3810       
3811       
3812       
3813       
3814        <p style="margin-bottom: 0cm;">The D3D render
3815system texture auto mipmap generation should respect the TU_AUTOMIPMAP
3816usage </p>
3817
3818
3819
3820
3821
3822
3823
3824      </li>
3825
3826
3827
3828
3829
3830
3831
3832      <li>
3833       
3834       
3835       
3836       
3837       
3838       
3839        <p style="margin-bottom: 0cm;">Should check the
3840ability to use dyncamic textures in volume and cube maps before
3841enabling the flag</p>
3842
3843
3844
3845
3846
3847
3848
3849      </li>
3850
3851
3852
3853
3854
3855
3856
3857   
3858   
3859   
3860   
3861   
3862   
3863    </ul>
3864
3865
3866
3867
3868
3869
3870
3871  </li>
3872
3873
3874
3875
3876
3877
3878
3879  <li>
3880   
3881   
3882   
3883   
3884   
3885   
3886    <p style="margin-bottom: 0cm;">Fix remaining device
3887restore problems with manual (e.g. dynamic) textures, RTTs that are
3888never used, and colour state after restore</p>
3889
3890
3891
3892
3893
3894
3895
3896  </li>
3897
3898
3899
3900
3901
3902
3903
3904  <li>
3905   
3906   
3907   
3908   
3909   
3910   
3911    <p style="margin-bottom: 0cm;">Material bug - fixup
3912best techniques container when material copied</p>
3913
3914
3915
3916
3917
3918
3919
3920  </li>
3921
3922
3923
3924
3925
3926
3927
3928  <li>
3929   
3930   
3931   
3932   
3933   
3934   
3935    <p style="margin-bottom: 0cm;">Fix depth bias in D3D9
3936on nVidia to be more reliable</p>
3937
3938
3939
3940
3941
3942
3943
3944  </li>
3945
3946
3947
3948
3949
3950
3951
3952  <li>
3953   
3954   
3955   
3956   
3957   
3958   
3959    <p style="margin-bottom: 0cm;">Fix iterator
3960invalidation problem in SceneNode::removeAndDestroyChildren</p>
3961
3962
3963
3964
3965
3966
3967
3968  </li>
3969
3970
3971
3972
3973
3974
3975
3976  <li>
3977   
3978   
3979   
3980   
3981   
3982   
3983    <p style="margin-bottom: 0cm;">Quaternion::equals now
3984takes negated quaternion into account, may define the same rotation </p>
3985
3986
3987
3988
3989
3990
3991
3992  </li>
3993
3994
3995
3996
3997
3998
3999
4000  <li>
4001   
4002   
4003   
4004   
4005   
4006   
4007    <p style="margin-bottom: 0cm;">XML Converter issues
4008fixed: </p>
4009
4010
4011
4012
4013
4014
4015
4016   
4017   
4018   
4019   
4020   
4021   
4022    <ul>
4023
4024
4025
4026
4027
4028
4029
4030      <li>
4031       
4032       
4033       
4034       
4035       
4036       
4037        <p style="margin-bottom: 0cm;">crash fix - prevent
4038FileStreamDataStream from deleting stack allocated stream </p>
4039
4040
4041
4042
4043
4044
4045
4046      </li>
4047
4048
4049
4050
4051
4052
4053
4054      <li>
4055       
4056       
4057       
4058       
4059       
4060       
4061        <p style="margin-bottom: 0cm;">fixed a problem
4062with converting manual LOD levels </p>
4063
4064
4065
4066
4067
4068
4069
4070      </li>
4071
4072
4073
4074
4075
4076
4077
4078   
4079   
4080   
4081   
4082   
4083   
4084    </ul>
4085
4086
4087
4088
4089
4090
4091
4092  </li>
4093
4094
4095
4096
4097
4098
4099
4100  <li>
4101   
4102   
4103   
4104   
4105   
4106   
4107    <p style="margin-bottom: 0cm;">Fixed water demo crash
4108if ESC pressed at config screen</p>
4109
4110
4111
4112
4113
4114
4115
4116  </li>
4117
4118
4119
4120
4121
4122
4123
4124  <li>
4125   
4126   
4127   
4128   
4129   
4130   
4131    <p style="margin-bottom: 0cm;">Fixed Viewport/Camera
4132auto aspect ratio bug - use floating point division, not integer</p>
4133
4134
4135
4136
4137
4138
4139
4140  </li>
4141
4142
4143
4144
4145
4146
4147
4148  <li>
4149   
4150   
4151   
4152   
4153   
4154   
4155    <p style="margin-bottom: 0cm;">getRenderTargetIterator
4156added to RenderSystem to allow external parsing of current targets</p>
4157
4158
4159
4160
4161
4162
4163
4164  </li>
4165
4166
4167
4168
4169
4170
4171
4172  <li>
4173   
4174   
4175   
4176   
4177   
4178   
4179    <p style="margin-bottom: 0cm;">Clamp projected texture
4180in Demo_RenderToTexture to avoid artefacts on some cards</p>
4181
4182
4183
4184
4185
4186
4187
4188  </li>
4189
4190
4191
4192
4193
4194
4195
4196  <li>
4197   
4198   
4199   
4200   
4201   
4202   
4203    <p style="margin-bottom: 0cm;">TagPoint was not
4204inheriting parent entity scale meaning attached object didn't scale
4205with their parents; now they do</p>
4206
4207
4208
4209
4210
4211
4212
4213  </li>
4214
4215
4216
4217
4218
4219
4220
4221  <li>
4222   
4223   
4224   
4225   
4226   
4227   
4228    <p style="margin-bottom: 0cm;">Several small
4229documentation corrections </p>
4230
4231
4232
4233
4234
4235
4236
4237  </li>
4238
4239
4240
4241
4242
4243
4244
4245  <li>
4246   
4247   
4248   
4249   
4250   
4251   
4252    <p style="margin-bottom: 0cm;">Fixed off-by-one bug in
4253SimpleSpline &amp; RotationSpline which caused incorrect
4254interpolation over loop</p>
4255
4256
4257
4258
4259
4260
4261
4262  </li>
4263
4264
4265
4266
4267
4268
4269
4270  <li>
4271   
4272   
4273   
4274   
4275   
4276   
4277    <p style="margin-bottom: 0cm;">Resource group
4278initialised flag is now reset when clearing, allowing scripts to be
4279re-read</p>
4280
4281
4282
4283
4284
4285
4286
4287  </li>
4288
4289
4290
4291
4292
4293
4294
4295  <li>
4296   
4297   
4298   
4299   
4300   
4301   
4302    <p style="margin-bottom: 0cm;">Hardware skinning
4303example shaders now handle directional as well as point lights</p>
4304
4305
4306
4307
4308
4309
4310
4311  </li>
4312
4313
4314
4315
4316
4317
4318
4319  <li>
4320   
4321   
4322   
4323   
4324   
4325   
4326    <p style="margin-bottom: 0cm;">Fixed CEGuiTexture so
4327it frees shared pointer whether it deleted shared texture or not</p>
4328
4329
4330
4331
4332
4333
4334
4335  </li>
4336
4337
4338
4339
4340
4341
4342
4343  <li>
4344   
4345   
4346   
4347   
4348   
4349   
4350    <p style="margin-bottom: 0cm;">Fixed bug in
4351EventProcessor shutdown: wasn't removing its registered frame listener
4352which causes a seg fault if rendering continues</p>
4353
4354
4355
4356
4357
4358
4359
4360  </li>
4361
4362
4363
4364
4365
4366
4367
4368  <li>
4369   
4370   
4371   
4372   
4373   
4374   
4375    <p style="margin-bottom: 0cm;">Infinite loop bug fixed
4376in Matrix3::QLAlgorithm</p>
4377
4378
4379
4380
4381
4382
4383
4384  </li>
4385
4386
4387
4388
4389
4390
4391
4392  <li>
4393   
4394   
4395   
4396   
4397   
4398   
4399    <p style="margin-bottom: 0cm;">Small compatibility
4400fixes for VS2005</p>
4401
4402
4403
4404
4405
4406
4407
4408  </li>
4409
4410
4411
4412
4413
4414
4415
4416  <li>
4417   
4418   
4419   
4420   
4421   
4422   
4423    <p style="margin-bottom: 0cm;">Context switching
4424problem in GL Render system (GLX) solved </p>
4425
4426
4427
4428
4429
4430
4431
4432  </li>
4433
4434
4435
4436
4437
4438
4439
4440  <li>
4441   
4442   
4443   
4444   
4445   
4446   
4447    <p>Some const correctness and other tidying exercises</p>
4448
4449
4450
4451
4452
4453
4454
4455  </li>
4456
4457
4458
4459
4460
4461
4462
4463</ul>
4464
4465
4466
4467
4468
4469
4470
4471<p class="mainheader" align="left">v1.0.3
4472[Azathoth] (10 July 2005) -
4473Maintenance Release</p>
4474
4475
4476
4477
4478
4479
4480
4481<ul>
4482
4483
4484
4485
4486
4487
4488
4489  <li>
4490   
4491   
4492   
4493   
4494   
4495   
4496    <p style="margin-bottom: 0cm;">Fixed a problem in D3D9
4497where GeForce 6x00 range was not enabling infinite projection </p>
4498
4499
4500
4501
4502
4503
4504
4505  </li>
4506
4507
4508
4509
4510
4511
4512
4513  <li>
4514   
4515   
4516   
4517   
4518   
4519   
4520    <p style="margin-bottom: 0cm;">libOgreMain.so now only
4521exports symbols based on ogremain.map </p>
4522
4523
4524
4525
4526
4527
4528
4529  </li>
4530
4531
4532
4533
4534
4535
4536
4537  <li>
4538   
4539   
4540   
4541   
4542   
4543   
4544    <p style="margin-bottom: 0cm;">Fixed --enable-openexr
4545argument for ./configure </p>
4546
4547
4548
4549
4550
4551
4552
4553  </li>
4554
4555
4556
4557
4558
4559
4560
4561  <li>
4562   
4563   
4564   
4565   
4566   
4567   
4568    <p style="margin-bottom: 0cm;">XSI exporter - don't
4569crash if textures are not found, just warn instead.&nbsp; Also trap
4570cases where too many texture coordinate sets are used and warn.</p>
4571
4572
4573
4574
4575
4576
4577
4578  </li>
4579
4580
4581
4582
4583
4584
4585
4586  <li>
4587   
4588   
4589   
4590   
4591   
4592   
4593    <p style="margin-bottom: 0cm;">Last of D3D9 leaks
4594removed </p>
4595
4596
4597
4598
4599
4600
4601
4602  </li>
4603
4604
4605
4606
4607
4608
4609
4610  <li>
4611   
4612   
4613   
4614   
4615   
4616   
4617    <p style="margin-bottom: 0cm;">Extra logging for D3D9
4618device lost / restore process </p>
4619
4620
4621
4622
4623
4624
4625
4626  </li>
4627
4628
4629
4630
4631
4632
4633
4634  <li>
4635   
4636   
4637   
4638   
4639   
4640   
4641    <p style="margin-bottom: 0cm;">Fix device restore of
4642RTT in D3D9 </p>
4643
4644
4645
4646
4647
4648
4649
4650  </li>
4651
4652
4653
4654
4655
4656
4657
4658  <li>
4659   
4660   
4661   
4662   
4663   
4664   
4665    <p style="margin-bottom: 0cm;">Replace SDL hard-coded
4666constant args for SDL_ShowMouse </p>
4667
4668
4669
4670
4671
4672
4673
4674  </li>
4675
4676
4677
4678
4679
4680
4681
4682  <li>
4683   
4684   
4685   
4686   
4687   
4688   
4689    <p style="margin-bottom: 0cm;">Make
4690RenderWindow::windowMovedOrResized virtual &amp; generalised from
4691GL/D3D since they're useful for people with externally managed windows </p>
4692
4693
4694
4695
4696
4697
4698
4699  </li>
4700
4701
4702
4703
4704
4705
4706
4707  <li>
4708   
4709   
4710   
4711   
4712   
4713   
4714    <p style="margin-bottom: 0cm;">Corrected type of the
4715returned value from std::string::find_first_of and find_first_not_of </p>
4716
4717
4718
4719
4720
4721
4722
4723  </li>
4724
4725
4726
4727
4728
4729
4730
4731  <li>
4732   
4733   
4734   
4735   
4736   
4737   
4738    <p style="margin-bottom: 0cm;">Allow external setting
4739of BillboardSet bounds for billboard injection </p>
4740
4741
4742
4743
4744
4745
4746
4747  </li>
4748
4749
4750
4751
4752
4753
4754
4755  <li>
4756   
4757   
4758   
4759   
4760   
4761   
4762    <p style="margin-bottom: 0cm;">Q3A level loader -
4763reject lightmap indexes &lt; 0, not just -1, for greater level
4764compatibility </p>
4765
4766
4767
4768
4769
4770
4771
4772  </li>
4773
4774
4775
4776
4777
4778
4779
4780  <li>
4781   
4782   
4783   
4784   
4785   
4786   
4787    <p style="margin-bottom: 0cm;">Export TagPoint to
4788allow post attach-to-bone modifications </p>
4789
4790
4791
4792
4793
4794
4795
4796  </li>
4797
4798
4799
4800
4801
4802
4803
4804  <li>
4805   
4806   
4807   
4808   
4809   
4810   
4811    <p style="margin-bottom: 0cm;">Set ambient light
4812settings per _renderScene call incase we switch contexts in GL </p>
4813
4814
4815
4816
4817
4818
4819
4820  </li>
4821
4822
4823
4824
4825
4826
4827
4828  <li>
4829   
4830   
4831   
4832   
4833   
4834   
4835    <p style="margin-bottom: 0cm;">gcc 4.0 compatibility
4836and removed the need for GCC_3_1 compiler flag</p>
4837
4838
4839
4840
4841
4842
4843
4844  </li>
4845
4846
4847
4848
4849
4850
4851
4852  <li>
4853   
4854   
4855   
4856   
4857   
4858   
4859    <p style="margin-bottom: 0cm;">In GL, support the
4860GL_MAX_TEXTURE_IMAGE_UNITS_ARB number of texture units when using
4861shader hardware instead of just GL_MAX_TEXTURE_UNITS</p>
4862
4863
4864
4865
4866
4867
4868
4869  </li>
4870
4871
4872
4873
4874
4875
4876
4877  <li>
4878   
4879   
4880   
4881   
4882   
4883   
4884    <p style="margin-bottom: 0cm;">Fix attaching particle
4885systems to bones&nbsp; </p>
4886
4887
4888
4889
4890
4891
4892
4893  </li>
4894
4895
4896
4897
4898
4899
4900
4901  <li>
4902   
4903   
4904   
4905   
4906   
4907   
4908    <p style="margin-bottom: 0cm;">Implemented vp30, vp40,
4909fp30 and fp40 Cg profiles </p>
4910
4911
4912
4913
4914
4915
4916
4917  </li>
4918
4919
4920
4921
4922
4923
4924
4925  <li>
4926   
4927   
4928   
4929   
4930   
4931   
4932    <p style="margin-bottom: 0cm;">Fixed a 64 bit issue in
4933Serializer::flipEndian </p>
4934
4935
4936
4937
4938
4939
4940
4941  </li>
4942
4943
4944
4945
4946
4947
4948
4949  <li>
4950   
4951   
4952   
4953   
4954   
4955   
4956    <p style="margin-bottom: 0cm;">Add conversion from
4957GpuProgramPtr to HighLevelGpuProgramPtr, and fix mutex usage on
4958existing reverse conversion </p>
4959
4960
4961
4962
4963
4964
4965
4966  </li>
4967
4968
4969
4970
4971
4972
4973
4974  <li>
4975   
4976   
4977   
4978   
4979   
4980   
4981    <p style="margin-bottom: 0cm;">CEGUI v0.3.0 now
4982required</p>
4983
4984
4985
4986
4987
4988
4989
4990  </li>
4991
4992
4993
4994
4995
4996
4997
4998  <li>
4999   
5000   
5001   
5002   
5003   
5004   
5005    <p style="margin-bottom: 0cm;">Fix memory leak in
5006ZipDataStream </p>
5007
5008
5009
5010
5011
5012
5013
5014  </li>
5015
5016
5017
5018
5019
5020
5021
5022  <li>
5023   
5024   
5025   
5026   
5027   
5028   
5029    <p style="margin-bottom: 0cm;">Fix to
5030AnimationTrack::optimise - we should not eliminate all duplicate keys
5031since the boundary values are required to preserve the interpolation
5032shape. In fact, we need to preserve sequences of up to no more than 4
5033identical keys to preserve tangents for if spline interpolation is
5034used. Any inner ones are removed. </p>
5035
5036
5037
5038
5039
5040
5041
5042  </li>
5043
5044
5045
5046
5047
5048
5049
5050  <li>
5051   
5052   
5053   
5054   
5055   
5056   
5057    <p style="margin-bottom: 0cm;">Matrix4::operator !=
5058should take a const reference parameter </p>
5059
5060
5061
5062
5063
5064
5065
5066  </li>
5067
5068
5069
5070
5071
5072
5073
5074  <li>
5075   
5076   
5077   
5078   
5079   
5080   
5081    <p style="margin-bottom: 0cm;">Node::removeAllChildren
5082should notify those children of detachment and clear the child update
5083list too. </p>
5084
5085
5086
5087
5088
5089
5090
5091  </li>
5092
5093
5094
5095
5096
5097
5098
5099  <li>
5100   
5101   
5102   
5103   
5104   
5105   
5106    <p style="margin-bottom: 0cm;">Fix a bug in
5107StringUtil::match where a partial match after a wildcard goes wrong and
5108the wildcard doesn't correctly consume it ready for later matches </p>
5109
5110
5111
5112
5113
5114
5115
5116  </li>
5117
5118
5119
5120
5121
5122
5123
5124  <li>
5125   
5126   
5127   
5128   
5129   
5130   
5131    <p style="margin-bottom: 0cm;">Fixed some variable
5132shadowing warnings in gcc </p>
5133
5134
5135
5136
5137
5138
5139
5140  </li>
5141
5142
5143
5144
5145
5146
5147
5148  <li>
5149   
5150   
5151   
5152   
5153   
5154   
5155    <p style="margin-bottom: 0cm;">Don't try to prep
5156subentities for shadow volumes if they don't have their own geometry </p>
5157
5158
5159
5160
5161
5162
5163
5164  </li>
5165
5166
5167
5168
5169
5170
5171
5172  <li>
5173   
5174   
5175   
5176   
5177   
5178   
5179    <p style="margin-bottom: 0cm;">Fixed
5180DataStream::readLine returning incorrect count and not dealing with
5181reading exactly the max length properly </p>
5182
5183
5184
5185
5186
5187
5188
5189  </li>
5190
5191
5192
5193
5194
5195
5196
5197  <li>
5198   
5199   
5200   
5201   
5202   
5203   
5204    <p style="margin-bottom: 0cm;">Fixed
5205TerrainSceneManager incorrectly calculating normals </p>
5206
5207
5208
5209
5210
5211
5212
5213  </li>
5214
5215
5216
5217
5218
5219
5220
5221  <li>
5222   
5223   
5224   
5225   
5226   
5227   
5228    <p style="margin-bottom: 0cm;">VertexData::vertexStart
5229bugfix for GL render system </p>
5230
5231
5232
5233
5234
5235
5236
5237  </li>
5238
5239
5240
5241
5242
5243
5244
5245  <li>
5246   
5247   
5248   
5249   
5250   
5251   
5252    <p style="margin-bottom: 0cm;">Fix small inconsistency
5253in near / far clip plane in world space between rendersystems </p>
5254
5255
5256
5257
5258
5259
5260
5261  </li>
5262
5263
5264
5265
5266
5267
5268
5269  <li>
5270   
5271   
5272   
5273   
5274   
5275   
5276    <p style="margin-bottom: 0cm;">A few win32 resize /
5277getMetrics fixes </p>
5278
5279
5280
5281
5282
5283
5284
5285  </li>
5286
5287
5288
5289
5290
5291
5292
5293  <li>
5294   
5295   
5296   
5297   
5298   
5299   
5300    <p style="margin-bottom: 0cm;">Allocate initial
5301particle pools on demand to save memory </p>
5302
5303
5304
5305
5306
5307
5308
5309  </li>
5310
5311
5312
5313
5314
5315
5316
5317  <li>
5318   
5319   
5320   
5321   
5322   
5323   
5324    <p style="margin-bottom: 0cm;">3DSMax exporter -
5325support mirrored bones </p>
5326
5327
5328
5329
5330
5331
5332
5333  </li>
5334
5335
5336
5337
5338
5339
5340
5341  <li>
5342   
5343   
5344   
5345   
5346   
5347   
5348    <p style="margin-bottom: 0cm;">Fix memory leak in Bsp
5349Collision demo </p>
5350
5351
5352
5353
5354
5355
5356
5357  </li>
5358
5359
5360
5361
5362
5363
5364
5365  <li>
5366   
5367   
5368   
5369   
5370   
5371   
5372    <p style="margin-bottom: 0cm;">Correct GLX
5373initialisation issue </p>
5374
5375
5376
5377
5378
5379
5380
5381  </li>
5382
5383
5384
5385
5386
5387
5388
5389  <li>
5390   
5391   
5392   
5393   
5394   
5395   
5396    <p style="margin-bottom: 0cm;">Objects which are
5397attached to bones are now properly picked up by scene queries and cast
5398shadows properly </p>
5399
5400
5401
5402
5403
5404
5405
5406  </li>
5407
5408
5409
5410
5411
5412
5413
5414  <li>
5415   
5416   
5417   
5418   
5419   
5420   
5421    <p style="margin-bottom: 0cm;">Fixed carrying forward
5422of manual loader through Material::applyDefaults</p>
5423
5424
5425
5426
5427
5428
5429
5430  </li>
5431
5432
5433
5434
5435
5436
5437
5438  <li>
5439   
5440   
5441   
5442   
5443   
5444   
5445    <p>A few other miscellaneous safety checks</p>
5446
5447
5448
5449
5450
5451
5452
5453  </li>
5454
5455
5456
5457
5458
5459
5460
5461</ul>
5462
5463
5464
5465
5466
5467
5468
5469<p class="mainheader" align="left">v1.0.2
5470[Azathoth] (30 May 2005) -
5471Maintenance Release</p>
5472
5473
5474
5475
5476
5477
5478
5479<ul>
5480
5481
5482
5483
5484
5485
5486
5487  <li>
5488   
5489   
5490   
5491   
5492   
5493   
5494    <p style="margin-bottom: 0cm;">Mesh::buildTangentVectors
5495now deals with 32-bit indexes </p>
5496
5497
5498
5499
5500
5501
5502
5503  </li>
5504
5505
5506
5507
5508
5509
5510
5511  <li>
5512   
5513   
5514   
5515   
5516   
5517   
5518    <p style="margin-bottom: 0cm;">Re-introduce commented
5519out degenerate face test in progressive mesh, adds quality at very low
5520LOD levels </p>
5521
5522
5523
5524
5525
5526
5527
5528  </li>
5529
5530
5531
5532
5533
5534
5535
5536  <li>
5537   
5538   
5539   
5540   
5541   
5542   
5543    <p style="margin-bottom: 0cm;">Multisampling in GLX
5544corrected </p>
5545
5546
5547
5548
5549
5550
5551
5552  </li>
5553
5554
5555
5556
5557
5558
5559
5560  <li>
5561   
5562   
5563   
5564   
5565   
5566   
5567    <p style="margin-bottom: 0cm;">Documentation fixes </p>
5568
5569
5570
5571
5572
5573
5574
5575  </li>
5576
5577
5578
5579
5580
5581
5582
5583  <li>
5584   
5585   
5586   
5587   
5588   
5589   
5590    <p style="margin-bottom: 0cm;">A few state
5591optimisations in the rendersystem </p>
5592
5593
5594
5595
5596
5597
5598
5599  </li>
5600
5601
5602
5603
5604
5605
5606
5607  <li>
5608   
5609   
5610   
5611   
5612   
5613   
5614    <p style="margin-bottom: 0cm;">Removed calls to srand
5615in Math - user might want to control random number seeding </p>
5616
5617
5618
5619
5620
5621
5622
5623  </li>
5624
5625
5626
5627
5628
5629
5630
5631  <li>
5632   
5633   
5634   
5635   
5636   
5637   
5638    <p style="margin-bottom: 0cm;">Addition of a few minor
5639'getter' methods and const-correctness </p>
5640
5641
5642
5643
5644
5645
5646
5647  </li>
5648
5649
5650
5651
5652
5653
5654
5655  <li>
5656   
5657   
5658   
5659   
5660   
5661   
5662    <p style="margin-bottom: 0cm;">Matrix4 * Plane should
5663use inverse transpose to transform plane normal to deal with
5664non-uniform scale. </p>
5665
5666
5667
5668
5669
5670
5671
5672  </li>
5673
5674
5675
5676
5677
5678
5679
5680  <li>
5681   
5682   
5683   
5684   
5685   
5686   
5687    <p style="margin-bottom: 0cm;">GL: throw an exception
5688when we failed to properly initialise a texture, instead of a devide by
5689zero </p>
5690
5691
5692
5693
5694
5695
5696
5697  </li>
5698
5699
5700
5701
5702
5703
5704
5705  <li>
5706   
5707   
5708   
5709   
5710   
5711   
5712    <p style="margin-bottom: 0cm;">Fix for skeleton
5713serializer (showed up in XSI testing) - don't assume every bone has a
5714track. </p>
5715
5716
5717
5718
5719
5720
5721
5722  </li>
5723
5724
5725
5726
5727
5728
5729
5730  <li>
5731   
5732   
5733   
5734   
5735   
5736   
5737    <p style="margin-bottom: 0cm;">VC7.1 +
5738OGRE_DOUBLE_PRECISION fix </p>
5739
5740
5741
5742
5743
5744
5745
5746  </li>
5747
5748
5749
5750
5751
5752
5753
5754  <li>
5755   
5756   
5757   
5758   
5759   
5760   
5761    <p style="margin-bottom: 0cm;">Fix bug in
5762getSquaredViewDepth in WireBoundingBox </p>
5763
5764
5765
5766
5767
5768
5769
5770  </li>
5771
5772
5773
5774
5775
5776
5777
5778  <li>
5779   
5780   
5781   
5782   
5783   
5784   
5785    <p style="margin-bottom: 0cm;">Added useful fuzzy
5786comparison methods to Vector3 / Quaternion </p>
5787
5788
5789
5790
5791
5792
5793
5794  </li>
5795
5796
5797
5798
5799
5800
5801
5802  <li>
5803   
5804   
5805   
5806   
5807   
5808   
5809    <p style="margin-bottom: 0cm;">Add animation
5810optimisation methods to eliminate tracks which do nothing and duplicate
5811keyframes (used by default in XML converter) </p>
5812
5813
5814
5815
5816
5817
5818
5819  </li>
5820
5821
5822
5823
5824
5825
5826
5827  <li>
5828   
5829   
5830   
5831   
5832   
5833   
5834    <p style="margin-bottom: 0cm;">Include
5835quake3settings.cfg in SDK distribution </p>
5836
5837
5838
5839
5840
5841
5842
5843  </li>
5844
5845
5846
5847
5848
5849
5850
5851  <li>
5852   
5853   
5854   
5855   
5856   
5857   
5858    <p style="margin-bottom: 0cm;">Minor particle fixes </p>
5859
5860
5861
5862
5863
5864
5865
5866  </li>
5867
5868
5869
5870
5871
5872
5873
5874  <li>
5875   
5876   
5877   
5878   
5879   
5880   
5881    <p style="margin-bottom: 0cm;">Allow Renderable to
5882determine whether it can be overridden by camera as to the detail level
5883it renders at. Allows us to view the whole scene in wireframe but keep
5884the overlays solid by default. </p>
5885
5886
5887
5888
5889
5890
5891
5892  </li>
5893
5894
5895
5896
5897
5898
5899
5900  <li>
5901   
5902   
5903   
5904   
5905   
5906   
5907    <p style="margin-bottom: 0cm;">Bugfix - when
5908bulk-loading resources, unsupported high-level and assembler programs
5909end up getting loaded since they are part of the declared resources in
5910the group </p>
5911
5912
5913
5914
5915
5916
5917
5918  </li>
5919
5920
5921
5922
5923
5924
5925
5926  <li>
5927   
5928   
5929   
5930   
5931   
5932   
5933    <p style="margin-bottom: 0cm;">Fix resource counting
5934bug on bulk loading </p>
5935
5936
5937
5938
5939
5940
5941
5942  </li>
5943
5944
5945
5946
5947
5948
5949
5950  <li>
5951   
5952   
5953   
5954   
5955   
5956   
5957    <p style="margin-bottom: 0cm;">GLX backdrop image now
5958embedded </p>
5959
5960
5961
5962
5963
5964
5965
5966  </li>
5967
5968
5969
5970
5971
5972
5973
5974  <li>
5975   
5976   
5977   
5978   
5979   
5980   
5981    <p style="margin-bottom: 0cm;">StringConverter::parseUnsignedInt
5982fixed for boundary numbers </p>
5983
5984
5985
5986
5987
5988
5989
5990  </li>
5991
5992
5993
5994
5995
5996
5997
5998  <li>
5999   
6000   
6001   
6002   
6003   
6004   
6005    <p style="margin-bottom: 0cm;">Fixed OgreGLTexture and
6006compressed textures delete [] mismatch </p>
6007
6008
6009
6010
6011
6012
6013
6014  </li>
6015
6016
6017
6018
6019
6020
6021
6022  <li>
6023   
6024   
6025   
6026   
6027   
6028   
6029    <p style="margin-bottom: 0cm;">Timer - compensate for
6030QueryPerformanceCounter hiccups on some chipsets </p>
6031
6032
6033
6034
6035
6036
6037
6038  </li>
6039
6040
6041
6042
6043
6044
6045
6046  <li>
6047   
6048   
6049   
6050   
6051   
6052   
6053    <p style="margin-bottom: 0cm;">MeshUpgrader should set
6054mesh padding factor to nothing to avoid adding extra padding </p>
6055
6056
6057
6058
6059
6060
6061
6062  </li>
6063
6064
6065
6066
6067
6068
6069
6070  <li>
6071   
6072   
6073   
6074   
6075   
6076   
6077    <p style="margin-bottom: 0cm;">Material - restore
6078manual loader and manual flag after applying defaults </p>
6079
6080
6081
6082
6083
6084
6085
6086  </li>
6087
6088
6089
6090
6091
6092
6093
6094  <li>
6095   
6096   
6097   
6098   
6099   
6100   
6101    <p style="margin-bottom: 0cm;">Fixed
6102Node::getPitch/getRoll/getYaw </p>
6103
6104
6105
6106
6107
6108
6109
6110  </li>
6111
6112
6113
6114
6115
6116
6117
6118  <li>
6119   
6120   
6121   
6122   
6123   
6124   
6125    <p style="margin-bottom: 0cm;">Implement
6126ParentWindowHandle for GLX - Disable FSAA for now, it's heavily
6127unstable for NVidia </p>
6128
6129
6130
6131
6132
6133
6134
6135  </li>
6136
6137
6138
6139
6140
6141
6142
6143  <li>
6144   
6145   
6146   
6147   
6148   
6149   
6150    <p style="margin-bottom: 0cm;">Don't try to log
6151exception when no LogManager exists yet </p>
6152
6153
6154
6155
6156
6157
6158
6159  </li>
6160
6161
6162
6163
6164
6165
6166
6167  <li>
6168   
6169   
6170   
6171   
6172   
6173   
6174    <p style="margin-bottom: 0cm;">Allow skeletons to
6175share animations with other skeletons (requires strict skeletal
6176structure matching) Supports a scale option to adapt animation to
6177matching skeletons with different sizes </p>
6178
6179
6180
6181
6182
6183
6184
6185  </li>
6186
6187
6188
6189
6190
6191
6192
6193  <li>
6194   
6195   
6196   
6197   
6198   
6199   
6200    <p style="margin-bottom: 0cm;">D3D9 window resizing
6201issues resolved </p>
6202
6203
6204
6205
6206
6207
6208
6209  </li>
6210
6211
6212
6213
6214
6215
6216
6217  <li>
6218   
6219   
6220   
6221   
6222   
6223   
6224    <p style="margin-bottom: 0cm;">Properly support
6225downgrading to 16-bit textures again via
6226TextureManager::getSingleton().enable32BitTextures(false) </p>
6227
6228
6229
6230
6231
6232
6233
6234  </li>
6235
6236
6237
6238
6239
6240
6241
6242  <li>
6243   
6244   
6245   
6246   
6247   
6248   
6249    <p style="margin-bottom: 0cm;">Small bugfix for
6250TerrainSceneManager (texture coords wrapped at 1 vertex too high) </p>
6251
6252
6253
6254
6255
6256
6257
6258  </li>
6259
6260
6261
6262
6263
6264
6265
6266  <li>
6267   
6268   
6269   
6270   
6271   
6272   
6273    <p style="margin-bottom: 0cm;">Some MingW and some
6274Linux distribution (e.g. Gentoo) build fixes </p>
6275
6276
6277
6278
6279
6280
6281
6282  </li>
6283
6284
6285
6286
6287
6288
6289
6290  <li>
6291   
6292   
6293   
6294   
6295   
6296   
6297    <p style="margin-bottom: 0cm;">Fix multi-pass
6298precision issue on nVidia when using GL </p>
6299
6300
6301
6302
6303
6304
6305
6306  </li>
6307
6308
6309
6310
6311
6312
6313
6314  <li>
6315   
6316   
6317   
6318   
6319   
6320   
6321    <p style="margin-bottom: 0cm;">Fixed Dynlib* deleted 2
6322times when unloading plugins manually </p>
6323
6324
6325
6326
6327
6328
6329
6330  </li>
6331
6332
6333
6334
6335
6336
6337
6338  <li>
6339   
6340   
6341   
6342   
6343   
6344   
6345    <p style="margin-bottom: 0cm;">Fixed BSP plugin
6346creating materials in wrong group </p>
6347
6348
6349
6350
6351
6352
6353
6354  </li>
6355
6356
6357
6358
6359
6360
6361
6362  <li>
6363   
6364   
6365   
6366   
6367   
6368   
6369    <p style="margin-bottom: 0cm;">Fixed unitialised
6370member mQueuedForDeletion in Pass </p>
6371
6372
6373
6374
6375
6376
6377
6378  </li>
6379
6380
6381
6382
6383
6384
6385
6386  <li>
6387   
6388   
6389   
6390   
6391   
6392   
6393    <p style="margin-bottom: 0cm;">Gui demo control name
6394strings fixed </p>
6395
6396
6397
6398
6399
6400
6401
6402  </li>
6403
6404
6405
6406
6407
6408
6409
6410  <li>
6411   
6412   
6413   
6414   
6415   
6416   
6417    <p style="margin-bottom: 0cm;">ResourceManager::load
6418methods (and derivatives) now reload an existing Resource which is
6419already present, but has been manually unloaded </p>
6420
6421
6422
6423
6424
6425
6426
6427  </li>
6428
6429
6430
6431
6432
6433
6434
6435  <li>
6436   
6437   
6438   
6439   
6440   
6441   
6442    <p style="margin-bottom: 0cm;">Fixes Linux boost
6443linking issue when --enable-threading used.&nbsp; Modified slightly
6444to check for the existence of the library during ./configure. </p>
6445
6446
6447
6448
6449
6450
6451
6452  </li>
6453
6454
6455
6456
6457
6458
6459
6460  <li>
6461   
6462   
6463   
6464   
6465   
6466   
6467    <p style="margin-bottom: 0cm;">Linux - disabled RTTI
6468and disabled the ability to use undefined symbols in plugin object
6469files. </p>
6470
6471
6472
6473
6474
6475
6476
6477  </li>
6478
6479
6480
6481
6482
6483
6484
6485  <li>
6486   
6487   
6488   
6489   
6490   
6491   
6492    <p style="margin-bottom: 0cm;">Fix ordering of
6493directional lights in GPU programs to be consistent </p>
6494
6495
6496
6497
6498
6499
6500
6501  </li>
6502
6503
6504
6505
6506
6507
6508
6509  <li>
6510   
6511   
6512   
6513   
6514   
6515   
6516    <p style="margin-bottom: 0cm;">Fix reloading of
6517high-level programs </p>
6518
6519
6520
6521
6522
6523
6524
6525  </li>
6526
6527
6528
6529
6530
6531
6532
6533  <li>
6534   
6535   
6536   
6537   
6538   
6539   
6540    <p style="margin-bottom: 0cm;">Don't do anything in
6541SharedPtr::setNull if already null, avoids issues with shared mutex for
6542null shared pointers. </p>
6543
6544
6545
6546
6547
6548
6549
6550  </li>
6551
6552
6553
6554
6555
6556
6557
6558  <li>
6559   
6560   
6561   
6562   
6563   
6564   
6565    <p>PanelOverlayElement can now live with materials which have
6566no texture units.</p>
6567
6568
6569
6570
6571
6572
6573
6574  </li>
6575
6576
6577
6578
6579
6580
6581
6582</ul>
6583
6584
6585
6586
6587
6588
6589
6590<p class="mainheader" align="left">v1.0.1
6591[Azathoth] (10 April 2005) -
6592Maintenance Release</p>
6593
6594
6595
6596
6597
6598
6599
6600<ul>
6601
6602
6603
6604
6605
6606
6607
6608  <li>
6609   
6610   
6611   
6612   
6613   
6614   
6615    <p style="margin-bottom: 0cm;">Support for Cg 1.3 </p>
6616
6617
6618
6619
6620
6621
6622
6623  </li>
6624
6625
6626
6627
6628
6629
6630
6631  <li>
6632   
6633   
6634   
6635   
6636   
6637   
6638    <p style="margin-bottom: 0cm;">ConfigFile no longer
6639crashes on empty parameter values </p>
6640
6641
6642
6643
6644
6645
6646
6647  </li>
6648
6649
6650
6651
6652
6653
6654
6655  <li>
6656   
6657   
6658   
6659   
6660   
6661   
6662    <p style="margin-bottom: 0cm;">Fix crash when using
6663sharing skeleton instance between entities </p>
6664
6665
6666
6667
6668
6669
6670
6671  </li>
6672
6673
6674
6675
6676
6677
6678
6679  <li>
6680   
6681   
6682   
6683   
6684   
6685   
6686    <p style="margin-bottom: 0cm;">Shutdown primary
6687rendertarget last, fix for crash on ATI OpenGL shutdown when using
6688multiple targets. </p>
6689
6690
6691
6692
6693
6694
6695
6696  </li>
6697
6698
6699
6700
6701
6702
6703
6704  <li>
6705   
6706   
6707   
6708   
6709   
6710   
6711    <p style="margin-bottom: 0cm;">Fixed shutdown bug when
6712exiting in frameEnded and using software skinned entities </p>
6713
6714
6715
6716
6717
6718
6719
6720  </li>
6721
6722
6723
6724
6725
6726
6727
6728  <li>
6729   
6730   
6731   
6732   
6733   
6734   
6735    <p style="margin-bottom: 0cm;">Fixed shutdown bug when
6736using a Cg-based custom material in TerrainSceneManager </p>
6737
6738
6739
6740
6741
6742
6743
6744  </li>
6745
6746
6747
6748
6749
6750
6751
6752  <li>
6753   
6754   
6755   
6756   
6757   
6758   
6759    <p style="margin-bottom: 0cm;">Tolerate not having
6760loaded a texture to allow people making editors to apply materials
6761which have missing resources. </p>
6762
6763
6764
6765
6766
6767
6768
6769  </li>
6770
6771
6772
6773
6774
6775
6776
6777  <li>
6778   
6779   
6780   
6781   
6782   
6783   
6784    <p style="margin-bottom: 0cm;">Fixed the case of
6785vertex_program in OgreGLGpuProgramManager.cpp </p>
6786
6787
6788
6789
6790
6791
6792
6793  </li>
6794
6795
6796
6797
6798
6799
6800
6801  <li>
6802   
6803   
6804   
6805   
6806   
6807   
6808    <p style="margin-bottom: 0cm;">Modified
6809--with-platform=GLX to look for X11 headers. </p>
6810
6811
6812
6813
6814
6815
6816
6817  </li>
6818
6819
6820
6821
6822
6823
6824
6825  <li>
6826   
6827   
6828   
6829   
6830   
6831   
6832    <p style="margin-bottom: 0cm;">Fix display corruption
6833on DDS with custom mipmaps via DevIL (ie GL); the custom mipmaps are
6834not loaded yet so just ignore them. D3D9 unaffected. </p>
6835
6836
6837
6838
6839
6840
6841
6842  </li>
6843
6844
6845
6846
6847
6848
6849
6850  <li>
6851   
6852   
6853   
6854   
6855   
6856   
6857    <p style="margin-bottom: 0cm;">Fix bug when using
6858colour_op_ex and alpha_op_ex to supply manual colour and alpha at the
6859same time in the same texture unit </p>
6860
6861
6862
6863
6864
6865
6866
6867  </li>
6868
6869
6870
6871
6872
6873
6874
6875  <li>
6876   
6877   
6878   
6879   
6880   
6881   
6882    <p style="margin-bottom: 0cm;">Don't define *any*
6883memory macros if the user doesn't want them or we are in release mode </p>
6884
6885
6886
6887
6888
6889
6890
6891  </li>
6892
6893
6894
6895
6896
6897
6898
6899  <li>
6900   
6901   
6902   
6903   
6904   
6905   
6906    <p style="margin-bottom: 0cm;">Add CEGUI-OGRE.pc.in
6907back into the CEGUIRenderer. </p>
6908
6909
6910
6911
6912
6913
6914
6915  </li>
6916
6917
6918
6919
6920
6921
6922
6923  <li>
6924   
6925   
6926   
6927   
6928   
6929   
6930    <p style="margin-bottom: 0cm;">Fix bufferering area
6931contention in Zip </p>
6932
6933
6934
6935
6936
6937
6938
6939  </li>
6940
6941
6942
6943
6944
6945
6946
6947  <li>
6948   
6949   
6950   
6951   
6952   
6953   
6954    <p style="margin-bottom: 0cm;">Fixed particle system
6955so custom render queue id is properly passed through to renderer </p>
6956
6957
6958
6959
6960
6961
6962
6963  </li>
6964
6965
6966
6967
6968
6969
6970
6971  <li>
6972   
6973   
6974   
6975   
6976   
6977   
6978    <p style="margin-bottom: 0cm;">Deal with zero-volume
6979meshes in StaticGeometry </p>
6980
6981
6982
6983
6984
6985
6986
6987  </li>
6988
6989
6990
6991
6992
6993
6994
6995  <li>
6996   
6997   
6998   
6999   
7000   
7001   
7002    <p style="margin-bottom: 0cm;">Actually use the left
7003and right flags in StringUtil::trim </p>
7004
7005
7006
7007
7008
7009
7010
7011  </li>
7012
7013
7014
7015
7016
7017
7018
7019  <li>
7020   
7021   
7022   
7023   
7024   
7025   
7026    <p style="margin-bottom: 0cm;">cppunit m4 fix needed
7027for some autotools versions </p>
7028
7029
7030
7031
7032
7033
7034
7035  </li>
7036
7037
7038
7039
7040
7041
7042
7043  <li>
7044   
7045   
7046   
7047   
7048   
7049   
7050    <p style="margin-bottom: 0cm;">Add
7051Exception::getDescription so that it is possible to get the
7052'description' field of the exception without the rest. This is useful
7053for printing or logging errors compactly. </p>
7054
7055
7056
7057
7058
7059
7060
7061  </li>
7062
7063
7064
7065
7066
7067
7068
7069  <li>
7070   
7071   
7072   
7073   
7074   
7075   
7076    <p style="margin-bottom: 0cm;">Make
7077SceneManager::setSkyBox, setSkyPlane and setSkyDome only set their
7078respective enabled flags at the end of the function. This makes sure
7079that when an exception happens the renderloop will not crash in its
7080next iteration. </p>
7081
7082
7083
7084
7085
7086
7087
7088  </li>
7089
7090
7091
7092
7093
7094
7095
7096  <li>
7097   
7098   
7099   
7100   
7101   
7102   
7103    <p style="margin-bottom: 0cm;">Added missing
7104OgreParticleSystemRenderer.h to OgreMain/include/Makefile.am </p>
7105
7106
7107
7108
7109
7110
7111
7112  </li>
7113
7114
7115
7116
7117
7118
7119
7120  <li>
7121   
7122   
7123   
7124   
7125   
7126   
7127    <p style="margin-bottom: 0cm;">Fixed sysrq key for GLX
7128    </p>
7129
7130
7131
7132
7133
7134
7135
7136  </li>
7137
7138
7139
7140
7141
7142
7143
7144  <li>
7145   
7146   
7147   
7148   
7149   
7150   
7151    <p style="margin-bottom: 0cm;">Fixed GLX screenshot
7152colours </p>
7153
7154
7155
7156
7157
7158
7159
7160  </li>
7161
7162
7163
7164
7165
7166
7167
7168  <li>
7169   
7170   
7171   
7172   
7173   
7174   
7175    <p style="margin-bottom: 0cm;">Fixed material
7176exporting in Milkshape </p>
7177
7178
7179
7180
7181
7182
7183
7184  </li>
7185
7186
7187
7188
7189
7190
7191
7192  <li>
7193   
7194   
7195   
7196   
7197   
7198   
7199    <p style="margin-bottom: 0cm;">Back buffer resizing,
7200dedicated depth stencil and lost device / destruction fixes for
7201additional swap chains under Direct3D9 </p>
7202
7203
7204
7205
7206
7207
7208
7209  </li>
7210
7211
7212
7213
7214
7215
7216
7217  <li>
7218   
7219   
7220   
7221   
7222   
7223   
7224    <p style="margin-bottom: 0cm;">Added many new shader
7225auto parameters; includes support for equivalents of many RenderMonkey
7226parameter bindings </p>
7227
7228
7229
7230
7231
7232
7233
7234  </li>
7235
7236
7237
7238
7239
7240
7241
7242  <li>
7243   
7244   
7245   
7246   
7247   
7248   
7249    <p style="margin-bottom: 0cm;">Allow usage of external
7250input system (GGI, SDL) with GLX </p>
7251
7252
7253
7254
7255
7256
7257
7258  </li>
7259
7260
7261
7262
7263
7264
7265
7266  <li>
7267   
7268   
7269   
7270   
7271   
7272   
7273    <p style="margin-bottom: 0cm;">Fixed display of self-
7274or common-oriented billboards that are attached to a rotated node </p>
7275
7276
7277
7278
7279
7280
7281
7282  </li>
7283
7284
7285
7286
7287
7288
7289
7290  <li>
7291   
7292   
7293   
7294   
7295   
7296   
7297    <p style="margin-bottom: 0cm;">Fix for CEGUI renderer
7298under latest Linux nVidia drivers; also increases performance of CEGUI
7299rendering </p>
7300
7301
7302
7303
7304
7305
7306
7307  </li>
7308
7309
7310
7311
7312
7313
7314
7315  <li>
7316   
7317   
7318   
7319   
7320   
7321   
7322    <p style="margin-bottom: 0cm;">XSI mesh and skeletal
7323animation exporter </p>
7324
7325
7326
7327
7328
7329
7330
7331  </li>
7332
7333
7334
7335
7336
7337
7338
7339  <li>
7340   
7341   
7342   
7343   
7344   
7345   
7346    <p style="margin-bottom: 0cm;">Added a missing
7347vertexbuffer unlock in MeshSerializerImpl::writeGeometry. </p>
7348
7349
7350
7351
7352
7353
7354
7355  </li>
7356
7357
7358
7359
7360
7361
7362
7363  <li>
7364   
7365   
7366   
7367   
7368   
7369   
7370    <p style="margin-bottom: 0cm;">Add explicitly named
7371methods to ConfigFile to resolve ambiguity when using defaulted
7372paramters </p>
7373
7374
7375
7376
7377
7378
7379
7380  </li>
7381
7382
7383
7384
7385
7386
7387
7388  <li>
7389   
7390   
7391   
7392   
7393   
7394   
7395    <p style="margin-bottom: 0cm;">Minor documentation
7396updates </p>
7397
7398
7399
7400
7401
7402
7403
7404  </li>
7405
7406
7407
7408
7409
7410
7411
7412  <li>
7413   
7414   
7415   
7416   
7417   
7418   
7419    <p style="margin-bottom: 0cm;">Hardware occlusion
7420support fixes </p>
7421
7422
7423
7424
7425
7426
7427
7428  </li>
7429
7430
7431
7432
7433
7434
7435
7436  <li>
7437   
7438   
7439   
7440   
7441   
7442   
7443    <p style="margin-bottom: 0cm;">Clean up some support
7444for D3D9 buffer lock options </p>
7445
7446
7447
7448
7449
7450
7451
7452  </li>
7453
7454
7455
7456
7457
7458
7459
7460  <li>
7461   
7462   
7463   
7464   
7465   
7466   
7467    <p style="margin-bottom: 0cm;">Fixed modifiers getting
7468lost on mouseup </p>
7469
7470
7471
7472
7473
7474
7475
7476  </li>
7477
7478
7479
7480
7481
7482
7483
7484  <li>
7485   
7486   
7487   
7488   
7489   
7490   
7491    <p style="margin-bottom: 0cm;">Frame / input event
7492Listener removal now doesn't invalidate iterators anymore </p>
7493
7494
7495
7496
7497
7498
7499
7500  </li>
7501
7502
7503
7504
7505
7506
7507
7508  <li>
7509   
7510   
7511   
7512   
7513   
7514   
7515    <p style="margin-bottom: 0cm;">Fixed
7516ResourceManager::resourceExists bug which caused it to return true when
7517the resource didn't exist. </p>
7518
7519
7520
7521
7522
7523
7524
7525  </li>
7526
7527
7528
7529
7530
7531
7532
7533  <li>
7534   
7535   
7536   
7537   
7538   
7539   
7540    <p style="margin-bottom: 0cm;">Initialise
7541mAnimController in the TextureUnitState copy contructor. </p>
7542
7543
7544
7545
7546
7547
7548
7549  </li>
7550
7551
7552
7553
7554
7555
7556
7557  <li>
7558   
7559   
7560   
7561   
7562   
7563   
7564    <p style="margin-bottom: 0cm;">Fixed a problem which
7565caused SkeletonInstance::unloadImpl() not to be called on destruction. </p>
7566
7567
7568
7569
7570
7571
7572
7573  </li>
7574
7575
7576
7577
7578
7579
7580
7581  <li>
7582   
7583   
7584   
7585   
7586   
7587   
7588    <p style="margin-bottom: 0cm;">Remove StringConverter
7589downcast warnings from MSVC </p>
7590
7591
7592
7593
7594
7595
7596
7597  </li>
7598
7599
7600
7601
7602
7603
7604
7605  <li>
7606   
7607   
7608   
7609   
7610   
7611   
7612    <p style="margin-bottom: 0cm;">Fixed a memory leak in
7613BspSceneManager when loading multiple maps </p>
7614
7615
7616
7617
7618
7619
7620
7621  </li>
7622
7623
7624
7625
7626
7627
7628
7629  <li>
7630   
7631   
7632   
7633   
7634   
7635   
7636    <p style="margin-bottom: 0cm;">Custom DDS mipmaps now
7637work in GL as well as D3D </p>
7638
7639
7640
7641
7642
7643
7644
7645  </li>
7646
7647
7648
7649
7650
7651
7652
7653  <li>
7654   
7655   
7656   
7657   
7658   
7659   
7660    <p style="margin-bottom: 0cm;">scene_blend now works
7661after D3D9 lost device recovery </p>
7662
7663
7664
7665
7666
7667
7668
7669  </li>
7670
7671
7672
7673
7674
7675
7676
7677  <li>
7678   
7679   
7680   
7681   
7682   
7683   
7684    <p style="margin-bottom: 0cm;">Potential D3D9 blending
7685state optimisation on some cards </p>
7686
7687
7688
7689
7690
7691
7692
7693  </li>
7694
7695
7696
7697
7698
7699
7700
7701  <li>
7702   
7703   
7704   
7705   
7706   
7707   
7708    <p style="margin-bottom: 0cm;">Fixed loading of
7709axes.mesh when displaying debug skeletons </p>
7710
7711
7712
7713
7714
7715
7716
7717  </li>
7718
7719
7720
7721
7722
7723
7724
7725  <li>
7726   
7727   
7728   
7729   
7730   
7731   
7732    <p style="margin-bottom: 0cm;">Specular highlights now
7733look the same in GL as D3D9, and secondary vertex colour now works
7734correctly in GL </p>
7735
7736
7737
7738
7739
7740
7741
7742  </li>
7743
7744
7745
7746
7747
7748
7749
7750  <li>
7751   
7752   
7753   
7754   
7755   
7756   
7757    <p style="margin-bottom: 0cm;">Code::Blocks support
7758and projects added </p>
7759
7760
7761
7762
7763
7764
7765
7766  </li>
7767
7768
7769
7770
7771
7772
7773
7774  <li>
7775   
7776   
7777   
7778   
7779   
7780   
7781    <p style="margin-bottom: 0cm;">Invisible lights are
7782now properly excluded from shadow calculations </p>
7783
7784
7785
7786
7787
7788
7789
7790  </li>
7791
7792
7793
7794
7795
7796
7797
7798  <li>
7799   
7800   
7801   
7802   
7803   
7804   
7805    <p>FSAA support in Win32 OpenGL </p>
7806
7807
7808
7809
7810
7811
7812
7813  </li>
7814
7815
7816
7817
7818
7819
7820
7821</ul>
7822
7823
7824
7825
7826
7827
7828
7829<p class="mainheader" align="left">v1.0.0 Final
7830[Azathoth] (21 February
78312005) - Major Release</p>
7832
7833
7834
7835
7836
7837
7838
7839<p align="left">The final 1.0.0 release includes a set of
7840bugfixes to
7841the original release candidate, and will also see the first emergence
7842of a precompiled SDK for OGRE. Again, if you are upgrading from
7843Hastur (0.15.x) please read the <a href="http://www.ogre3d.org/wiki/index.php/AzathothNotes">Azathoth
7844Porting Notes Wiki Page</a>. </p>
7845
7846
7847
7848
7849
7850
7851
7852<p align="left">Bugfixes &amp; changes since RC1:</p>
7853
7854
7855
7856
7857
7858
7859
7860<ul>
7861
7862
7863
7864
7865
7866
7867
7868  <li>
7869   
7870   
7871   
7872   
7873   
7874   
7875    <p style="margin-bottom: 0cm;" align="left">Fixed
7876a couple of memory leaks and a buffer overrun in StaticGeometry</p>
7877
7878
7879
7880
7881
7882
7883
7884  </li>
7885
7886
7887
7888
7889
7890
7891
7892  <li>
7893   
7894   
7895   
7896   
7897   
7898   
7899    <p style="margin-bottom: 0cm;" align="left">API
7900doc introduction page added</p>
7901
7902
7903
7904
7905
7906
7907
7908  </li>
7909
7910
7911
7912
7913
7914
7915
7916  <li>
7917   
7918   
7919   
7920   
7921   
7922   
7923    <p style="margin-bottom: 0cm;" align="left">Fixed
7924version numbers in Linux build system</p>
7925
7926
7927
7928
7929
7930
7931
7932  </li>
7933
7934
7935
7936
7937
7938
7939
7940  <li>
7941   
7942   
7943   
7944   
7945   
7946   
7947    <p style="margin-bottom: 0cm;" align="left">ResourceGroupManager
7948iterator bugs and memory leak on removing groups fixed</p>
7949
7950
7951
7952
7953
7954
7955
7956  </li>
7957
7958
7959
7960
7961
7962
7963
7964  <li>
7965   
7966   
7967   
7968   
7969   
7970   
7971    <p style="margin-bottom: 0cm;" align="left">Vsync
7972option was not being passed correctly in D3D rendersystems</p>
7973
7974
7975
7976
7977
7978
7979
7980  </li>
7981
7982
7983
7984
7985
7986
7987
7988  <li>
7989   
7990   
7991   
7992   
7993   
7994   
7995    <p style="margin-bottom: 0cm;" align="left">Add
7996external access to software blend data in Entity</p>
7997
7998
7999
8000
8001
8002
8003
8004  </li>
8005
8006
8007
8008
8009
8010
8011
8012  <li>
8013   
8014   
8015   
8016   
8017   
8018   
8019    <p style="margin-bottom: 0cm;" align="left">Fix
8020DynLib .so appending issue on Linux</p>
8021
8022
8023
8024
8025
8026
8027
8028  </li>
8029
8030
8031
8032
8033
8034
8035
8036  <li>
8037   
8038   
8039   
8040   
8041   
8042   
8043    <p style="margin-bottom: 0cm;" align="left">Depth
8044bias fixed on D3D9 and GL</p>
8045
8046
8047
8048
8049
8050
8051
8052  </li>
8053
8054
8055
8056
8057
8058
8059
8060  <li>
8061   
8062   
8063   
8064   
8065   
8066   
8067    <p style="margin-bottom: 0cm;" align="left">Fixed
8068problem with particle systems in some fullscreen modes</p>
8069
8070
8071
8072
8073
8074
8075
8076  </li>
8077
8078
8079
8080
8081
8082
8083
8084  <li>
8085   
8086   
8087   
8088   
8089   
8090   
8091    <p style="margin-bottom: 0cm;" align="left">Convert
8092paletted images to RGBA automatically</p>
8093
8094
8095
8096
8097
8098
8099
8100  </li>
8101
8102
8103
8104
8105
8106
8107
8108  <li>
8109   
8110   
8111   
8112   
8113   
8114   
8115    <p style="margin-bottom: 0cm;" align="left">Fix
8116a skeleton issue when unloading &amp; reloading resources</p>
8117
8118
8119
8120
8121
8122
8123
8124  </li>
8125
8126
8127
8128
8129
8130
8131
8132  <li>
8133   
8134   
8135   
8136   
8137   
8138   
8139    <p style="margin-bottom: 0cm;" align="left">Disable
8140fog when rendering shadow textures</p>
8141
8142
8143
8144
8145
8146
8147
8148  </li>
8149
8150
8151
8152
8153
8154
8155
8156  <li>
8157   
8158   
8159   
8160   
8161   
8162   
8163    <p style="margin-bottom: 0cm;" align="left">Allow
8164users to configure custom texture shadows; change caster &amp;
8165receiver material and texture format</p>
8166
8167
8168
8169
8170
8171
8172
8173  </li>
8174
8175
8176
8177
8178
8179
8180
8181  <li>
8182   
8183   
8184   
8185   
8186   
8187   
8188    <p style="margin-bottom: 0cm;" align="left">Fix
8189a shutdown problem when external apps linked directly to octree plugin</p>
8190
8191
8192
8193
8194
8195
8196
8197  </li>
8198
8199
8200
8201
8202
8203
8204
8205  <li>
8206   
8207   
8208   
8209   
8210   
8211   
8212    <p style="margin-bottom: 0cm;" align="left">OgreGuiRenderer
8213project moved from CEGUI source repository to Ogre repository to
8214simplify dependencies</p>
8215
8216
8217
8218
8219
8220
8221
8222  </li>
8223
8224
8225
8226
8227
8228
8229
8230  <li>
8231   
8232   
8233   
8234   
8235   
8236   
8237    <p style="margin-bottom: 0cm;" align="left">Be
8238tolerant of externally created LogManager instances</p>
8239
8240
8241
8242
8243
8244
8245
8246  </li>
8247
8248
8249
8250
8251
8252
8253
8254  <li>
8255   
8256   
8257   
8258   
8259   
8260   
8261    <p style="margin-bottom: 0cm;" align="left">Fix
8262crash on invalid DXTx surface sizes</p>
8263
8264
8265
8266
8267
8268
8269
8270  </li>
8271
8272
8273
8274
8275
8276
8277
8278  <li>
8279   
8280   
8281   
8282   
8283   
8284   
8285    <p style="margin-bottom: 0cm;" align="left">Image
8286based fonts fixed</p>
8287
8288
8289
8290
8291
8292
8293
8294  </li>
8295
8296
8297
8298
8299
8300
8301
8302  <li>
8303   
8304   
8305   
8306   
8307   
8308   
8309    <p style="margin-bottom: 0cm;" align="left">API
8310documentation content and style updates</p>
8311
8312
8313
8314
8315
8316
8317
8318  </li>
8319
8320
8321
8322
8323
8324
8325
8326  <li>
8327   
8328   
8329   
8330   
8331   
8332   
8333    <p style="margin-bottom: 0cm;" align="left">Update
8334version of image scaling routines</p>
8335
8336
8337
8338
8339
8340
8341
8342  </li>
8343
8344
8345
8346
8347
8348
8349
8350  <li>
8351   
8352   
8353   
8354   
8355   
8356   
8357    <p style="margin-bottom: 0cm;" align="left">Fix
8358a bug with the translation of scene_blend modulate</p>
8359
8360
8361
8362
8363
8364
8365
8366  </li>
8367
8368
8369
8370
8371
8372
8373
8374</ul>
8375
8376
8377
8378
8379
8380
8381
8382<p style="margin-left: 0.77cm; margin-bottom: 0cm;" align="left"><br>
8383
8384
8385
8386
8387
8388
8389
8390</p>
8391
8392
8393
8394
8395
8396
8397
8398<p class="mainheader" align="left">v1.0.0 RC1
8399[Azathoth] (5 February
84002005) - Major Release</p>
8401
8402
8403
8404
8405
8406
8407
8408<p>1.0.0 is a big release, and due to us wanting to freeze
8409interfaces
8410at the best possible level for 1.0.0 there are more interface
8411breaking changes in 1.0.0 than is typical for previous releases. For
8412the full lowdown on upgrading your code from Hastur (0.15.x) to
8413Azathoth (1.0.x) , please see the <a href="http://www.ogre3d.org/wiki/index.php/AzathothNotes">Azathoth
8414Porting Notes Wiki Page</a>. </p>
8415
8416
8417
8418
8419
8420
8421
8422<p align="left">Enhancements and new Features:</p>
8423
8424
8425
8426
8427
8428
8429
8430<ul>
8431
8432
8433
8434
8435
8436
8437
8438  <li>
8439   
8440   
8441   
8442   
8443   
8444   
8445    <p style="margin-bottom: 0cm;">Resource System
8446Overhaul: </p>
8447
8448
8449
8450
8451
8452
8453
8454   
8455   
8456   
8457   
8458   
8459   
8460    <ul>
8461
8462
8463
8464
8465
8466
8467
8468      <li>
8469       
8470       
8471       
8472       
8473       
8474       
8475        <p style="margin-bottom: 0cm;">Resources now
8476addressed through shared pointers </p>
8477
8478
8479
8480
8481
8482
8483
8484      </li>
8485
8486
8487
8488
8489
8490
8491
8492      <li>
8493       
8494       
8495       
8496       
8497       
8498       
8499        <p style="margin-bottom: 0cm;">Resource groups can
8500now be defined so that you can load and unload resources in groups, and
8501also set up group-specific search paths and scripting tasks. </p>
8502
8503
8504
8505
8506
8507
8508
8509      </li>
8510
8511
8512
8513
8514
8515
8516
8517      <li>
8518       
8519       
8520       
8521       
8522       
8523       
8524        <p style="margin-bottom: 0cm;">Manual resource
8525provision formalised; there is now a ManualLoader class that should be
8526implemented when creating resources in code; this allows resource
8527reloads to be possible in all cases </p>
8528
8529
8530
8531
8532
8533
8534
8535      </li>
8536
8537
8538
8539
8540
8541
8542
8543      <li>
8544       
8545       
8546       
8547       
8548       
8549       
8550        <p style="margin-bottom: 0cm;">Streaming support -
8551data is now accessed from Ogre's virtual file system solely through the
8552DataStream class (and subclasses), meaning that accessing very large
8553files efficiently is now possible while still using the resource
8554system. </p>
8555
8556
8557
8558
8559
8560
8561
8562      </li>
8563
8564
8565
8566
8567
8568
8569
8570      <li>
8571       
8572       
8573       
8574       
8575       
8576       
8577        <p style="margin-bottom: 0cm;">Loading progress
8578reports; you can now register ResourceGroupListeners in order to
8579implement loading bars </p>
8580
8581
8582
8583
8584
8585
8586
8587      </li>
8588
8589
8590
8591
8592
8593
8594
8595      <li>
8596       
8597       
8598       
8599       
8600       
8601       
8602        <p style="margin-bottom: 0cm;">Thread safety -
8603steps have been taked to make the resource system thread-safe to allow
8604background loading. This feature is experimental and should only be
8605used by experienced users. </p>
8606
8607
8608
8609
8610
8611
8612
8613      </li>
8614
8615
8616
8617
8618
8619
8620
8621   
8622   
8623   
8624   
8625   
8626   
8627    </ul>
8628
8629
8630
8631
8632
8633
8634
8635  </li>
8636
8637
8638
8639
8640
8641
8642
8643  <li>
8644   
8645   
8646   
8647   
8648   
8649   
8650    <p style="margin-bottom: 0cm;">Hardware Pixel Buffers
8651&amp; Image enhancements: </p>
8652
8653
8654
8655
8656
8657
8658
8659   
8660   
8661   
8662   
8663   
8664   
8665    <ul>
8666
8667
8668
8669
8670
8671
8672
8673      <li>
8674       
8675       
8676       
8677       
8678       
8679       
8680        <p style="margin-bottom: 0cm;">Direct access to
8681read / write to texture surfaces through the HardwarePixelBuffer class,
8682including mip levels, cube surfaces and volume slices </p>
8683
8684
8685
8686
8687
8688
8689
8690      </li>
8691
8692
8693
8694
8695
8696
8697
8698      <li>
8699       
8700       
8701       
8702       
8703       
8704       
8705        <p style="margin-bottom: 0cm;">Pixel formats have
8706been extended, are now unambiguous across endianness, having separate
8707'native' endian formats and per-byte formats </p>
8708
8709
8710
8711
8712
8713
8714
8715      </li>
8716
8717
8718
8719
8720
8721
8722
8723      <li>
8724       
8725       
8726       
8727       
8728       
8729       
8730        <p style="margin-bottom: 0cm;">Support for
8731floating-point pixel formats, luminence formats, depth formats, and
8732compressed formats </p>
8733
8734
8735
8736
8737
8738
8739
8740      </li>
8741
8742
8743
8744
8745
8746
8747
8748      <li>
8749       
8750       
8751       
8752       
8753       
8754       
8755        <p style="margin-bottom: 0cm;">Image class has
8756been tidied and enhanced to support composite images (like cube maps) </p>
8757
8758
8759
8760
8761
8762
8763
8764      </li>
8765
8766
8767
8768
8769
8770
8771
8772      <li>
8773       
8774       
8775       
8776       
8777       
8778       
8779        <p style="margin-bottom: 0cm;">PixelUtil class now
8780provides access to all pixel format conversion functions, with
8781optimised templated conversion routines available in capable compilers </p>
8782
8783
8784
8785
8786
8787
8788
8789      </li>
8790
8791
8792
8793
8794
8795
8796
8797   
8798   
8799   
8800   
8801   
8802   
8803    </ul>
8804
8805
8806
8807
8808
8809
8810
8811  </li>
8812
8813
8814
8815
8816
8817
8818
8819  <li>
8820   
8821   
8822   
8823   
8824   
8825   
8826    <p style="margin-bottom: 0cm;">High Dynamic Range
8827(HDR) rendering support: </p>
8828
8829
8830
8831
8832
8833
8834
8835   
8836   
8837   
8838   
8839   
8840   
8841    <ul>
8842
8843
8844
8845
8846
8847
8848
8849      <li>
8850       
8851       
8852       
8853       
8854       
8855       
8856        <p style="margin-bottom: 0cm;">Create render
8857textures in floating-point pixel formats </p>
8858
8859
8860
8861
8862
8863
8864
8865      </li>
8866
8867
8868
8869
8870
8871
8872
8873      <li>
8874       
8875       
8876       
8877       
8878       
8879       
8880        <p style="margin-bottom: 0cm;">Load .hdr or .exr
8881textures from disk using the OpenEXR plugin (optional) </p>
8882
8883
8884
8885
8886
8887
8888
8889      </li>
8890
8891
8892
8893
8894
8895
8896
8897   
8898   
8899   
8900   
8901   
8902   
8903    </ul>
8904
8905
8906
8907
8908
8909
8910
8911  </li>
8912
8913
8914
8915
8916
8917
8918
8919  <li>
8920   
8921   
8922   
8923   
8924   
8925   
8926    <p style="margin-bottom: 0cm;">Particle System
8927enhancements: Particle systems are no longer limited to rendering with
8928billboards, they render through instances of ParticleSystemRenderer
8929subclasses, which can be implemented in plugins and added at runtime.
8930Use of these alternative renderers is scriptable and can be used to
8931implement alternative particle types like ribbons. </p>
8932
8933
8934
8935
8936
8937
8938
8939  </li>
8940
8941
8942
8943
8944
8945
8946
8947  <li>
8948   
8949   
8950   
8951   
8952   
8953   
8954    <p style="margin-bottom: 0cm;">GUI changes: </p>
8955
8956
8957
8958
8959
8960
8961
8962   
8963   
8964   
8965   
8966   
8967   
8968    <ul>
8969
8970
8971
8972
8973
8974
8975
8976      <li>
8977       
8978       
8979       
8980       
8981       
8982       
8983        <p style="margin-bottom: 0cm;">The OGRE internal
8984GUI has been replaced with <a href="http://www.cegui.org.uk/">Crazy
8985Eddie's GUI</a>, a superior GUI system which follows the same
8986kind of design principles as Ogre itself (portable, clean OO code). </p>
8987
8988
8989
8990
8991
8992
8993
8994      </li>
8995
8996
8997
8998
8999
9000
9001
9002      <li>
9003       
9004       
9005       
9006       
9007       
9008       
9009        <p style="margin-bottom: 0cm;">Non-interactive
9010overlays remain within OGRE itself, the classes have been renamed
9011*OverlayElement instead of *GuiElement to reflect their role </p>
9012
9013
9014
9015
9016
9017
9018
9019      </li>
9020
9021
9022
9023
9024
9025
9026
9027   
9028   
9029   
9030   
9031   
9032   
9033    </ul>
9034
9035
9036
9037
9038
9039
9040
9041  </li>
9042
9043
9044
9045
9046
9047
9048
9049  <li>
9050   
9051   
9052   
9053   
9054   
9055   
9056    <p style="margin-bottom: 0cm;"><b><font color="#006600">Material changes</font></b>: </p>
9057
9058
9059
9060
9061
9062
9063
9064   
9065   
9066   
9067   
9068   
9069   
9070    <ul>
9071
9072
9073
9074
9075
9076
9077
9078      <li>
9079       
9080       
9081       
9082       
9083       
9084       
9085        <p style="margin-bottom: 0cm;">alpha_rejection has
9086been moved from the texture_unit to the pass </p>
9087
9088
9089
9090
9091
9092
9093
9094      </li>
9095
9096
9097
9098
9099
9100
9101
9102      <li>
9103       
9104       
9105       
9106       
9107       
9108       
9109        <p style="margin-bottom: 0cm;">Linking vertex
9110colours to material attributes; you can now link vertex colours to any
9111of the diffuse, specular, emissive or ambient material attribures,
9112(e.g. 'ambient vertexcolour') rather than the linkage being implicit. </p>
9113
9114
9115
9116
9117
9118
9119
9120      </li>
9121
9122
9123
9124
9125
9126
9127
9128      <li>
9129       
9130       
9131       
9132       
9133       
9134       
9135        <p style="margin-bottom: 0cm;">You can now define
9136the number of mipmaps to be generated when loading a texture in the
9137material script, from '0' to 'unlimited' </p>
9138
9139
9140
9141
9142
9143
9144
9145      </li>
9146
9147
9148
9149
9150
9151
9152
9153   
9154   
9155   
9156   
9157   
9158   
9159    </ul>
9160
9161
9162
9163
9164
9165
9166
9167  </li>
9168
9169
9170
9171
9172
9173
9174
9175  <li>
9176   
9177   
9178   
9179   
9180   
9181   
9182    <p style="margin-bottom: 0cm;">New StaticGeometry
9183class allows you to batch up individual meshes and render thousands of
9184them far more efficiently than if they were separate movable objects </p>
9185
9186
9187
9188
9189
9190
9191
9192  </li>
9193
9194
9195
9196
9197
9198
9199
9200  <li>
9201   
9202   
9203   
9204   
9205   
9206   
9207    <p style="margin-bottom: 0cm;">GL now supports render
9208textures larger than the frame buffer (through pbuffers) </p>
9209
9210
9211
9212
9213
9214
9215
9216  </li>
9217
9218
9219
9220
9221
9222
9223
9224  <li>
9225   
9226   
9227   
9228   
9229   
9230   
9231    <p style="margin-bottom: 0cm;">D3D9 uses best possible
9232filter method supported by hardware for generating Mipmaps, this can
9233improve display quality especially when using trilinear filtering </p>
9234
9235
9236
9237
9238
9239
9240
9241  </li>
9242
9243
9244
9245
9246
9247
9248
9249  <li>
9250   
9251   
9252   
9253   
9254   
9255   
9256    <p style="margin-bottom: 0cm;">Support all image types
9257that DevIL can load: bmp, gif, hdr, ico, jpeg, pnm, mng and many more </p>
9258
9259
9260
9261
9262
9263
9264
9265  </li>
9266
9267
9268
9269
9270
9271
9272
9273  <li>
9274   
9275   
9276   
9277   
9278   
9279   
9280    <p style="margin-bottom: 0cm;">GLX, SDL, D3D9:
9281FSAA(Full Scene AntiAliasing) support improved </p>
9282
9283
9284
9285
9286
9287
9288
9289  </li>
9290
9291
9292
9293
9294
9295
9296
9297  <li>
9298   
9299   
9300   
9301   
9302   
9303   
9304    <p style="margin-bottom: 0cm;">Image codecs are now
9305completely replaceable, if you wish to remove the use of DevIL </p>
9306
9307
9308
9309
9310
9311
9312
9313  </li>
9314
9315
9316
9317
9318
9319
9320
9321  <li>
9322   
9323   
9324   
9325   
9326   
9327   
9328    <p style="margin-bottom: 0cm;">Better support for 3D
9329and compressed textures </p>
9330
9331
9332
9333
9334
9335
9336
9337  </li>
9338
9339
9340
9341
9342
9343
9344
9345  <li>
9346   
9347   
9348   
9349   
9350   
9351   
9352    <p style="margin-bottom: 0cm;">New and improved demos:
9353    </p>
9354
9355
9356
9357
9358
9359
9360
9361   
9362   
9363   
9364   
9365   
9366   
9367    <ul>
9368
9369
9370
9371
9372
9373
9374
9375      <li>
9376       
9377       
9378       
9379       
9380       
9381       
9382        <p style="margin-bottom: 0cm;">'DynTex' shows how
9383to procedurally generate textures using the new pixel buffer API </p>
9384
9385
9386
9387
9388
9389
9390
9391      </li>
9392
9393
9394
9395
9396
9397
9398
9399      <li>
9400       
9401       
9402       
9403       
9404       
9405       
9406        <p style="margin-bottom: 0cm;">'VolumeTex'
9407demonstrates volume rendering and procedurally generated meshes and 3D
9408textures </p>
9409
9410
9411
9412
9413
9414
9415
9416      </li>
9417
9418
9419
9420
9421
9422
9423
9424      <li>
9425       
9426       
9427       
9428       
9429       
9430       
9431        <p style="margin-bottom: 0cm;">'Grass'
9432demonstrates the use of the new StaticGeometry class to batch up lots
9433of individual meshes </p>
9434
9435
9436
9437
9438
9439
9440
9441      </li>
9442
9443
9444
9445
9446
9447
9448
9449      <li>
9450       
9451       
9452       
9453       
9454       
9455       
9456        <p style="margin-bottom: 0cm;">'Gui' has been
9457updated to use Crazy Eddies GUI. </p>
9458
9459
9460
9461
9462
9463
9464
9465      </li>
9466
9467
9468
9469
9470
9471
9472
9473   
9474   
9475   
9476   
9477   
9478   
9479    </ul>
9480
9481
9482
9483
9484
9485
9486
9487  </li>
9488
9489
9490
9491
9492
9493
9494
9495  <li>
9496   
9497   
9498   
9499   
9500   
9501   
9502    <p style="margin-bottom: 0cm;">Interface to
9503RenderSystem::createWindow and RenderSystem::createRenderTexture
9504cleaned up and made more flexible </p>
9505
9506
9507
9508
9509
9510
9511
9512  </li>
9513
9514
9515
9516
9517
9518
9519
9520  <li>
9521   
9522   
9523   
9524   
9525   
9526   
9527    <p style="margin-bottom: 0cm;">Support Athlon 64 in
9528native 64-bit mode (Linux) </p>
9529
9530
9531
9532
9533
9534
9535
9536  </li>
9537
9538
9539
9540
9541
9542
9543
9544  <li>
9545   
9546   
9547   
9548   
9549   
9550   
9551    <p style="margin-bottom: 0cm;">Support running the
9552OGRE core in double precision floating point mode through the use of
9553OGRE_DOUBLE_PRECISION </p>
9554
9555
9556
9557
9558
9559
9560
9561  </li>
9562
9563
9564
9565
9566
9567
9568
9569  <li>
9570   
9571   
9572   
9573   
9574   
9575   
9576    <p style="margin-bottom: 0cm;">Add 'inverse transform'
9577automatic shader parameter bindings </p>
9578
9579
9580
9581
9582
9583
9584
9585  </li>
9586
9587
9588
9589
9590
9591
9592
9593  <li>
9594   
9595   
9596   
9597   
9598   
9599   
9600    <p style="margin-bottom: 0cm;">MinGW/Cygwin build
9601system using auto* tools included </p>
9602
9603
9604
9605
9606
9607
9608
9609  </li>
9610
9611
9612
9613
9614
9615
9616
9617  <li>
9618   
9619   
9620   
9621   
9622   
9623   
9624    <p>Visual C++ 2005 Beta support </p>
9625
9626
9627
9628
9629
9630
9631
9632  </li>
9633
9634
9635
9636
9637
9638
9639
9640</ul>
9641
9642
9643
9644
9645
9646
9647
9648<p align="left">Bugfixes:</p>
9649
9650
9651
9652
9653
9654
9655
9656<ul>
9657
9658
9659
9660
9661
9662
9663
9664  <li>
9665   
9666   
9667   
9668   
9669   
9670   
9671    <p style="margin-bottom: 0cm;">Fixed texture_view_proj
9672shader parameter binding </p>
9673
9674
9675
9676
9677
9678
9679
9680  </li>
9681
9682
9683
9684
9685
9686
9687
9688  <li>
9689   
9690   
9691   
9692   
9693   
9694   
9695    <p style="margin-bottom: 0cm;">Terrain now supports
9696texture shadows </p>
9697
9698
9699
9700
9701
9702
9703
9704  </li>
9705
9706
9707
9708
9709
9710
9711
9712  <li>
9713   
9714   
9715   
9716   
9717   
9718   
9719    <p style="margin-bottom: 0cm;">Fixed 4-weight hardware
9720skinning vertex shader </p>
9721
9722
9723
9724
9725
9726
9727
9728  </li>
9729
9730
9731
9732
9733
9734
9735
9736  <li>
9737   
9738   
9739   
9740   
9741   
9742   
9743    <p style="margin-bottom: 0cm;">Fixed possible texture
9744frame overflow in animated texture controller </p>
9745
9746
9747
9748
9749
9750
9751
9752  </li>
9753
9754
9755
9756
9757
9758
9759
9760  <li>
9761   
9762   
9763   
9764   
9765   
9766   
9767    <p>GLX: alt-tab now allows mouse to escape window </p>
9768
9769
9770
9771
9772
9773
9774
9775  </li>
9776
9777
9778
9779
9780
9781
9782
9783</ul>
9784
9785
9786
9787
9788
9789
9790
9791<p class="mainheader" align="left">v0.15.2 [Hastur]
9792(13 January 2005) -
9793Maintenance Release</p>
9794
9795
9796
9797
9798
9799
9800
9801<p align="left">Changes:</p>
9802
9803
9804
9805
9806
9807
9808
9809<ul>
9810
9811
9812
9813
9814
9815
9816
9817  <li>
9818   
9819   
9820   
9821   
9822   
9823   
9824    <p style="margin-bottom: 0cm;">Stencil shadows: </p>
9825
9826
9827
9828
9829
9830
9831
9832   
9833   
9834   
9835   
9836   
9837   
9838    <ul>
9839
9840
9841
9842
9843
9844
9845
9846      <li>
9847       
9848       
9849       
9850       
9851       
9852       
9853        <p style="margin-bottom: 0cm;">Runtime performance
9854improvements </p>
9855
9856
9857
9858
9859
9860
9861
9862      </li>
9863
9864
9865
9866
9867
9868
9869
9870      <li>
9871       
9872       
9873       
9874       
9875       
9876       
9877        <p style="margin-bottom: 0cm;">Edge list
9878construction can now deal with non-manifold meshes, and is faster. You
9879can re-calculate edge lists on your affected .mesh files by using
9880OgreXmlConverter to convert to XML and back. </p>
9881
9882
9883
9884
9885
9886
9887
9888      </li>
9889
9890
9891
9892
9893
9894
9895
9896      <li>
9897       
9898       
9899       
9900       
9901       
9902       
9903        <p style="margin-bottom: 0cm;">Shadow culling
9904fixes including in reflected camera scenarios </p>
9905
9906
9907
9908
9909
9910
9911
9912      </li>
9913
9914
9915
9916
9917
9918
9919
9920   
9921   
9922   
9923   
9924   
9925   
9926    </ul>
9927
9928
9929
9930
9931
9932
9933
9934  </li>
9935
9936
9937
9938
9939
9940
9941
9942  <li>
9943   
9944   
9945   
9946   
9947   
9948   
9949    <p style="margin-bottom: 0cm;">TerrainSceneManager:
9950Fixed crash when you clear the terrain scene but don't call
9951setWorldGeometry again </p>
9952
9953
9954
9955
9956
9957
9958
9959  </li>
9960
9961
9962
9963
9964
9965
9966
9967  <li>
9968   
9969   
9970   
9971   
9972   
9973   
9974    <p style="margin-bottom: 0cm;">Direct3D textures:
9975Prefer D3DFMT_X8R8G8B8 over D3DFMT_R8G8B8 for texture formats, and
9976disable auto mipmap generation when mipmaps == 0 </p>
9977
9978
9979
9980
9981
9982
9983
9984  </li>
9985
9986
9987
9988
9989
9990
9991
9992  <li>
9993   
9994   
9995   
9996   
9997   
9998   
9999    <p style="margin-bottom: 0cm;">BillboardSet: avoid
10000double-free crashes under certain calling orders. </p>
10001
10002
10003
10004
10005
10006
10007
10008  </li>
10009
10010
10011
10012
10013
10014
10015
10016  <li>
10017   
10018   
10019   
10020   
10021   
10022   
10023    <p style="margin-bottom: 0cm;">Camera: </p>
10024
10025
10026
10027
10028
10029
10030
10031   
10032   
10033   
10034   
10035   
10036   
10037    <ul>
10038
10039
10040
10041
10042
10043
10044
10045      <li>
10046       
10047       
10048       
10049       
10050       
10051       
10052        <p style="margin-bottom: 0cm;">Better safety
10053checks for bad parameters to setDirection </p>
10054
10055
10056
10057
10058
10059
10060
10061      </li>
10062
10063
10064
10065
10066
10067
10068
10069      <li>
10070       
10071       
10072       
10073       
10074       
10075       
10076        <p style="margin-bottom: 0cm;">Camera::getCameraToViewportRay
10077now works for orthographic projection </p>
10078
10079
10080
10081
10082
10083
10084
10085      </li>
10086
10087
10088
10089
10090
10091
10092
10093   
10094   
10095   
10096   
10097   
10098   
10099    </ul>
10100
10101
10102
10103
10104
10105
10106
10107  </li>
10108
10109
10110
10111
10112
10113
10114
10115  <li>
10116   
10117   
10118   
10119   
10120   
10121   
10122    <p style="margin-bottom: 0cm;">GL: </p>
10123
10124
10125
10126
10127
10128
10129
10130   
10131   
10132   
10133   
10134   
10135   
10136    <ul>
10137
10138
10139
10140
10141
10142
10143
10144      <li>
10145       
10146       
10147       
10148       
10149       
10150       
10151        <p style="margin-bottom: 0cm;">Added virtual
10152keyword to GLSupport::setExternalWindowHandle </p>
10153
10154
10155
10156
10157
10158
10159
10160      </li>
10161
10162
10163
10164
10165
10166
10167
10168      <li>
10169       
10170       
10171       
10172       
10173       
10174       
10175        <p style="margin-bottom: 0cm;">Fix a couple of
10176potential consistency issues in fixed-function lighting states </p>
10177
10178
10179
10180
10181
10182
10183
10184      </li>
10185
10186
10187
10188
10189
10190
10191
10192   
10193   
10194   
10195   
10196   
10197   
10198    </ul>
10199
10200
10201
10202
10203
10204
10205
10206  </li>
10207
10208
10209
10210
10211
10212
10213
10214  <li>
10215   
10216   
10217   
10218   
10219   
10220   
10221    <p style="margin-bottom: 0cm;">Scene Queries: </p>
10222
10223
10224
10225
10226
10227
10228
10229   
10230   
10231   
10232   
10233   
10234   
10235    <ul>
10236
10237
10238
10239
10240
10241
10242
10243      <li>
10244       
10245       
10246       
10247       
10248       
10249       
10250        <p style="margin-bottom: 0cm;">Query mask flags
10251for world geometry made more explicit </p>
10252
10253
10254
10255
10256
10257
10258
10259      </li>
10260
10261
10262
10263
10264
10265
10266
10267      <li>
10268       
10269       
10270       
10271       
10272       
10273       
10274        <p style="margin-bottom: 0cm;">Boolean result from
10275query listeners consistently respected </p>
10276
10277
10278
10279
10280
10281
10282
10283      </li>
10284
10285
10286
10287
10288
10289
10290
10291      <li>
10292       
10293       
10294       
10295       
10296       
10297       
10298        <p style="margin-bottom: 0cm;">Added specialised
10299BspRaySceneQuery for fast BSP ray results </p>
10300
10301
10302
10303
10304
10305
10306
10307      </li>
10308
10309
10310
10311
10312
10313
10314
10315      <li>
10316       
10317       
10318       
10319       
10320       
10321       
10322        <p style="margin-bottom: 0cm;">Don't match objects
10323which are attached to detached subtrees of the scene graph </p>
10324
10325
10326
10327
10328
10329
10330
10331      </li>
10332
10333
10334
10335
10336
10337
10338
10339   
10340   
10341   
10342   
10343   
10344   
10345    </ul>
10346
10347
10348
10349
10350
10351
10352
10353  </li>
10354
10355
10356
10357
10358
10359
10360
10361  <li>
10362   
10363   
10364   
10365   
10366   
10367   
10368    <p style="margin-bottom: 0cm;">Font: several fixes to
10369make on-screen fonts much crisper </p>
10370
10371
10372
10373
10374
10375
10376
10377  </li>
10378
10379
10380
10381
10382
10383
10384
10385  <li>
10386   
10387   
10388   
10389   
10390   
10391   
10392    <p style="margin-bottom: 0cm;">Windows: requested size
10393now translated to client area size in windowed mode (except if full
10394window size exceeds the desktop size) </p>
10395
10396
10397
10398
10399
10400
10401
10402  </li>
10403
10404
10405
10406
10407
10408
10409
10410  <li>
10411   
10412   
10413   
10414   
10415   
10416   
10417    <p style="margin-bottom: 0cm;">Material scripts:
10418automatic GPU program parameter 'projection_matrix' now parsed
10419correctly </p>
10420
10421
10422
10423
10424
10425
10426
10427  </li>
10428
10429
10430
10431
10432
10433
10434
10435  <li>
10436   
10437   
10438   
10439   
10440   
10441   
10442    <p style="margin-bottom: 0cm;">VC7.1+ STL: Avoid long
10443shutdown in debug mode </p>
10444
10445
10446
10447
10448
10449
10450
10451  </li>
10452
10453
10454
10455
10456
10457
10458
10459  <li>
10460   
10461   
10462   
10463   
10464   
10465   
10466    <p style="margin-bottom: 0cm;">VC6: Added /Zm option
10467to VC6 to avoid compiler out of heap space errors </p>
10468
10469
10470
10471
10472
10473
10474
10475  </li>
10476
10477
10478
10479
10480
10481
10482
10483  <li>
10484   
10485   
10486   
10487   
10488   
10489   
10490    <p style="margin-bottom: 0cm;">Blender exporter: </p>
10491
10492
10493
10494
10495
10496
10497
10498   
10499   
10500   
10501   
10502   
10503   
10504    <ul>
10505
10506
10507
10508
10509
10510
10511
10512      <li>
10513       
10514       
10515       
10516       
10517       
10518       
10519        <p style="margin-bottom: 0cm;">Fixed calculation
10520of initial bone rotation. </p>
10521
10522
10523
10524
10525
10526
10527
10528      </li>
10529
10530
10531
10532
10533
10534
10535
10536      <li>
10537       
10538       
10539       
10540       
10541       
10542       
10543        <p style="margin-bottom: 0cm;">Restored
10544possibility to export an armature as mesh. </p>
10545
10546
10547
10548
10549
10550
10551
10552      </li>
10553
10554
10555
10556
10557
10558
10559
10560      <li>
10561       
10562       
10563       
10564       
10565       
10566       
10567        <p style="margin-bottom: 0cm;">Option to export in
10568objects local coordinates. </p>
10569
10570
10571
10572
10573
10574
10575
10576      </li>
10577
10578
10579
10580
10581
10582
10583
10584      <li>
10585       
10586       
10587       
10588       
10589       
10590       
10591        <p style="margin-bottom: 0cm;">Allow image
10592textures to be assigned via a material texture channel. </p>
10593
10594
10595
10596
10597
10598
10599
10600      </li>
10601
10602
10603
10604
10605
10606
10607
10608      <li>
10609       
10610       
10611       
10612       
10613       
10614       
10615        <p style="margin-bottom: 0cm;">Preliminary bump
10616map support. </p>
10617
10618
10619
10620
10621
10622
10623
10624      </li>
10625
10626
10627
10628
10629
10630
10631
10632      <li>
10633       
10634       
10635       
10636       
10637       
10638       
10639        <p style="margin-bottom: 0cm;">Option to run
10640OgreXMLConverter automatically </p>
10641
10642
10643
10644
10645
10646
10647
10648      </li>
10649
10650
10651
10652
10653
10654
10655
10656   
10657   
10658   
10659   
10660   
10661   
10662    </ul>
10663
10664
10665
10666
10667
10668
10669
10670  </li>
10671
10672
10673
10674
10675
10676
10677
10678  <li>
10679   
10680   
10681   
10682   
10683   
10684   
10685    <p style="margin-bottom: 0cm;">3DS exporter: </p>
10686
10687
10688
10689
10690
10691
10692
10693   
10694   
10695   
10696   
10697   
10698   
10699    <ul>
10700
10701
10702
10703
10704
10705
10706
10707      <li>
10708       
10709       
10710       
10711       
10712       
10713       
10714        <p style="margin-bottom: 0cm;">Export vertex alpha
10715export as the a component of the vertex color </p>
10716
10717
10718
10719
10720
10721
10722
10723      </li>
10724
10725
10726
10727
10728
10729
10730
10731      <li>
10732       
10733       
10734       
10735       
10736       
10737       
10738        <p style="margin-bottom: 0cm;">Fixed a couple of
10739bugs in UV export (inc multi-UV export) </p>
10740
10741
10742
10743
10744
10745
10746
10747      </li>
10748
10749
10750
10751
10752
10753
10754
10755      <li>
10756       
10757       
10758       
10759       
10760       
10761       
10762        <p style="margin-bottom: 0cm;">Fix a bug for IK
10763export </p>
10764
10765
10766
10767
10768
10769
10770
10771      </li>
10772
10773
10774
10775
10776
10777
10778
10779      <li>
10780       
10781       
10782       
10783       
10784       
10785       
10786        <p style="margin-bottom: 0cm;">Speed up the mesh
10787export process. No very easy to notice for small objects but great
10788speed improvements for very big objects. </p>
10789
10790
10791
10792
10793
10794
10795
10796      </li>
10797
10798
10799
10800
10801
10802
10803
10804      <li>
10805       
10806       
10807       
10808       
10809       
10810       
10811        <p style="margin-bottom: 0cm;">Any kind of objects
10812can now be part of the hierarchy if they are part of the Skin/Physique
10813modifier. </p>
10814
10815
10816
10817
10818
10819
10820
10821      </li>
10822
10823
10824
10825
10826
10827
10828
10829      <li>
10830       
10831       
10832       
10833       
10834       
10835       
10836        <p style="margin-bottom: 0cm;">Log a warning when
10837there is a vertex with more than 4 bones assigned. </p>
10838
10839
10840
10841
10842
10843
10844
10845      </li>
10846
10847
10848
10849
10850
10851
10852
10853      <li>
10854       
10855       
10856       
10857       
10858       
10859       
10860        <p style="margin-bottom: 0cm;">Scale of 0.0 is no
10861longer possible. 0.0 is replaced by 1.0 when used. </p>
10862
10863
10864
10865
10866
10867
10868
10869      </li>
10870
10871
10872
10873
10874
10875
10876
10877      <li>
10878       
10879       
10880       
10881       
10882       
10883       
10884        <p style="margin-bottom: 0cm;">Animation names are
10885properly exported when using multiple animations. </p>
10886
10887
10888
10889
10890
10891
10892
10893      </li>
10894
10895
10896
10897
10898
10899
10900
10901   
10902   
10903   
10904   
10905   
10906   
10907    </ul>
10908
10909
10910
10911
10912
10913
10914
10915  </li>
10916
10917
10918
10919
10920
10921
10922
10923  <li>
10924   
10925   
10926   
10927   
10928   
10929   
10930    <p style="margin-bottom: 0cm;">Memory manager: Fix use
10931of memory macros without namespace Ogre </p>
10932
10933
10934
10935
10936
10937
10938
10939  </li>
10940
10941
10942
10943
10944
10945
10946
10947  <li>
10948   
10949   
10950   
10951   
10952   
10953   
10954    <p style="margin-bottom: 0cm;">Manual updates: </p>
10955
10956
10957
10958
10959
10960
10961
10962   
10963   
10964   
10965   
10966   
10967   
10968    <ul>
10969
10970
10971
10972
10973
10974
10975
10976      <li>
10977       
10978       
10979       
10980       
10981       
10982       
10983        <p style="margin-bottom: 0cm;">Mention optional
10984alpha components to ambient / diffuse / specular / emissive </p>
10985
10986
10987
10988
10989
10990
10991
10992      </li>
10993
10994
10995
10996
10997
10998
10999
11000      <li>
11001       
11002       
11003       
11004       
11005       
11006       
11007        <p>Documented additional community-contributed particle
11008emitters / affectors </p>
11009
11010
11011
11012
11013
11014
11015
11016      </li>
11017
11018
11019
11020
11021
11022
11023
11024   
11025   
11026   
11027   
11028   
11029   
11030    </ul>
11031
11032
11033
11034
11035
11036
11037
11038  </li>
11039
11040
11041
11042
11043
11044
11045
11046</ul>
11047
11048
11049
11050
11051
11052
11053
11054<p class="mainheader" align="left">v0.15.1 [Hastur]
11055(28 November 2004)
11056- Maintenance Release</p>
11057
11058
11059
11060
11061
11062
11063
11064<p align="left">Bugfixes:</p>
11065
11066
11067
11068
11069
11070
11071
11072<ul>
11073
11074
11075
11076
11077
11078
11079
11080  <li>
11081   
11082   
11083   
11084   
11085   
11086   
11087    <p style="margin-bottom: 0cm;">Particle system
11088performance improved </p>
11089
11090
11091
11092
11093
11094
11095
11096  </li>
11097
11098
11099
11100
11101
11102
11103
11104  <li>
11105   
11106   
11107   
11108   
11109   
11110   
11111    <p style="margin-bottom: 0cm;">Blender exporter fixes
11112&amp; enhancements: </p>
11113
11114
11115
11116
11117
11118
11119
11120   
11121   
11122   
11123   
11124   
11125   
11126    <ul>
11127
11128
11129
11130
11131
11132
11133
11134      <li>
11135       
11136       
11137       
11138       
11139       
11140       
11141        <p style="margin-bottom: 0cm;">vertex colours
11142supported </p>
11143
11144
11145
11146
11147
11148
11149
11150      </li>
11151
11152
11153
11154
11155
11156
11157
11158      <li>
11159       
11160       
11161       
11162       
11163       
11164       
11165        <p style="margin-bottom: 0cm;">initial bone
11166rotation bug fixed </p>
11167
11168
11169
11170
11171
11172
11173
11174      </li>
11175
11176
11177
11178
11179
11180
11181
11182      <li>
11183       
11184       
11185       
11186       
11187       
11188       
11189        <p style="margin-bottom: 0cm;">location keyframe
11190export bug fixed</p>
11191
11192
11193
11194
11195
11196
11197
11198      </li>
11199
11200
11201
11202
11203
11204
11205
11206   
11207   
11208   
11209   
11210   
11211   
11212    </ul>
11213
11214
11215
11216
11217
11218
11219
11220  </li>
11221
11222
11223
11224
11225
11226
11227
11228  <li>
11229   
11230   
11231   
11232   
11233   
11234   
11235    <p style="margin-bottom: 0cm;">3DS Max exporter fixes
11236and enhancements<br>
11237
11238
11239
11240
11241
11242
11243
11244(Note you must completely delete your existing exporter files and add
11245the new 'Ogre Exporter' button to your interface)</p>
11246
11247
11248
11249
11250
11251
11252
11253   
11254   
11255   
11256   
11257   
11258   
11259    <ul>
11260
11261
11262
11263
11264
11265
11266
11267      <li>
11268       
11269       
11270       
11271       
11272       
11273       
11274        <p style="margin-bottom: 0cm;">Smoothing groups
11275now work correctly </p>
11276
11277
11278
11279
11280
11281
11282
11283      </li>
11284
11285
11286
11287
11288
11289
11290
11291      <li>
11292       
11293       
11294       
11295       
11296       
11297       
11298        <p style="margin-bottom: 0cm;">Bones without any
11299vertices assignements will be exported correctly </p>
11300
11301
11302
11303
11304
11305
11306
11307      </li>
11308
11309
11310
11311
11312
11313
11314
11315      <li>
11316       
11317       
11318       
11319       
11320       
11321       
11322        <p style="margin-bottom: 0cm;">Biped export is now
11323automatic and is fixed up</p>
11324
11325
11326
11327
11328
11329
11330
11331      </li>
11332
11333
11334
11335
11336
11337
11338
11339      <li>
11340       
11341       
11342       
11343       
11344       
11345       
11346        <p style="margin-bottom: 0cm;">Specify edge list
11347precalculation, tangent vector precalculation (normal mapping) and LOD
11348generation </p>
11349
11350
11351
11352
11353
11354
11355
11356      </li>
11357
11358
11359
11360
11361
11362
11363
11364      <li>
11365       
11366       
11367       
11368       
11369       
11370       
11371        <p style="margin-bottom: 0cm;">Multiple UV
11372channels supported </p>
11373
11374
11375
11376
11377
11378
11379
11380      </li>
11381
11382
11383
11384
11385
11386
11387
11388      <li>
11389       
11390       
11391       
11392       
11393       
11394       
11395        <p style="margin-bottom: 0cm;">Multiple animation
11396support </p>
11397
11398
11399
11400
11401
11402
11403
11404      </li>
11405
11406
11407
11408
11409
11410
11411
11412      <li>
11413       
11414       
11415       
11416       
11417       
11418       
11419        <p style="margin-bottom: 0cm;">IK sampling
11420(experimental) </p>
11421
11422
11423
11424
11425
11426
11427
11428      </li>
11429
11430
11431
11432
11433
11434
11435
11436   
11437   
11438   
11439   
11440   
11441   
11442    </ul>
11443
11444
11445
11446
11447
11448
11449
11450  </li>
11451
11452
11453
11454
11455
11456
11457
11458  <li>
11459   
11460   
11461   
11462   
11463   
11464   
11465    <p style="margin-bottom: 0cm;">Lightwave exporter now
11466compatible with 0.15</p>
11467
11468
11469
11470
11471
11472
11473
11474  </li>
11475
11476
11477
11478
11479
11480
11481
11482  <li>
11483   
11484   
11485   
11486   
11487   
11488   
11489    <p style="margin-bottom: 0cm;">Removing texture
11490effects did not remove properly controllers</p>
11491
11492
11493
11494
11495
11496
11497
11498  </li>
11499
11500
11501
11502
11503
11504
11505
11506  <li>
11507   
11508   
11509   
11510   
11511   
11512   
11513    <p style="margin-bottom: 0cm;">MipFilter now set
11514correctly when using TextureUnitState::setTextureFiltering</p>
11515
11516
11517
11518
11519
11520
11521
11522  </li>
11523
11524
11525
11526
11527
11528
11529
11530  <li>
11531   
11532   
11533   
11534   
11535   
11536   
11537    <p style="margin-bottom: 0cm;">Mesh fix: allow manual
11538LOD to be created even after edge lists have been built </p>
11539
11540
11541
11542
11543
11544
11545
11546  </li>
11547
11548
11549
11550
11551
11552
11553
11554  <li>
11555   
11556   
11557   
11558   
11559   
11560   
11561    <p style="margin-bottom: 0cm;">Fixed handling of
11562overlays with 3D elements </p>
11563
11564
11565
11566
11567
11568
11569
11570  </li>
11571
11572
11573
11574
11575
11576
11577
11578  <li>
11579   
11580   
11581   
11582   
11583   
11584   
11585    <p style="margin-bottom: 0cm;">Octree scene queries
11586now deal with null AABBs correctly </p>
11587
11588
11589
11590
11591
11592
11593
11594  </li>
11595
11596
11597
11598
11599
11600
11601
11602  <li>
11603   
11604   
11605   
11606   
11607   
11608   
11609    <p style="margin-bottom: 0cm;">Prevent a memory leak
11610when closing a D3D7 or D3D9 window using WM_CLOSE (e.g. the 'X') </p>
11611
11612
11613
11614
11615
11616
11617
11618  </li>
11619
11620
11621
11622
11623
11624
11625
11626  <li>
11627   
11628   
11629   
11630   
11631   
11632   
11633    <p style="margin-bottom: 0cm;">Added missing
11634toLowerCase call in MaterialSerializer </p>
11635
11636
11637
11638
11639
11640
11641
11642  </li>
11643
11644
11645
11646
11647
11648
11649
11650  <li>
11651   
11652   
11653   
11654   
11655   
11656   
11657    <p style="margin-bottom: 0cm;">Particle System: fix
11658parameter types and descriptions </p>
11659
11660
11661
11662
11663
11664
11665
11666  </li>
11667
11668
11669
11670
11671
11672
11673
11674  <li>
11675   
11676   
11677   
11678   
11679   
11680   
11681    <p style="margin-bottom: 0cm;">Fixed missing
11682_dirtyHash in TextureUnitState constructor </p>
11683
11684
11685
11686
11687
11688
11689
11690  </li>
11691
11692
11693
11694
11695
11696
11697
11698  <li>
11699   
11700   
11701   
11702   
11703   
11704   
11705    <p style="margin-bottom: 0cm;">Fixed a couple of typos
11706in the manual </p>
11707
11708
11709
11710
11711
11712
11713
11714  </li>
11715
11716
11717
11718
11719
11720
11721
11722  <li>
11723   
11724   
11725   
11726   
11727   
11728   
11729    <p style="margin-bottom: 0cm;">Fixed errors when
11730undefining OGRE_FORCE_ANGLE_TYPES </p>
11731
11732
11733
11734
11735
11736
11737
11738  </li>
11739
11740
11741
11742
11743
11744
11745
11746  <li>
11747   
11748   
11749   
11750   
11751   
11752   
11753    <p style="margin-bottom: 0cm;">Fixed bug with aspect
11754ratio of text in relative metrics mode </p>
11755
11756
11757
11758
11759
11760
11761
11762  </li>
11763
11764
11765
11766
11767
11768
11769
11770  <li>
11771   
11772   
11773   
11774   
11775   
11776   
11777    <p style="margin-bottom: 0cm;">Set Terrain query flags
11778so it can be excluded / included specifically in scene queries </p>
11779
11780
11781
11782
11783
11784
11785
11786  </li>
11787
11788
11789
11790
11791
11792
11793
11794  <li>
11795   
11796   
11797   
11798   
11799   
11800   
11801    <p style="margin-bottom: 0cm;">Added stl_user_config.h
11802to ensure use of _STLP_DEBUG is consistent </p>
11803
11804
11805
11806
11807
11808
11809
11810  </li>
11811
11812
11813
11814
11815
11816
11817
11818  <li>
11819   
11820   
11821   
11822   
11823   
11824   
11825    <p style="margin-bottom: 0cm;">BillboardSet did not
11826add billboards back to the free list on clear() </p>
11827
11828
11829
11830
11831
11832
11833
11834  </li>
11835
11836
11837
11838
11839
11840
11841
11842  <li>
11843   
11844   
11845   
11846   
11847   
11848   
11849    <p>TerrainSceneManager fix when calling clearScene()</p>
11850
11851
11852
11853
11854
11855
11856
11857  </li>
11858
11859
11860
11861
11862
11863
11864
11865</ul>
11866
11867
11868
11869
11870
11871
11872
11873<p class="mainheader" align="left">v0.15.0 [Hastur]
11874(23 October 2004) -
11875Major Release</p>
11876
11877
11878
11879
11880
11881
11882
11883<p align="left">Note: Ogre development branches will now
11884have code
11885names; the 0.15 stable branch is known as 'Hastur', the continuing
11886development branch (which will be released as 1.0) is called
11887'Azathoth'. </p>
11888
11889
11890
11891
11892
11893
11894
11895<p align="left">Enhancements:</p>
11896
11897
11898
11899
11900
11901
11902
11903<ul>
11904
11905
11906
11907
11908
11909
11910
11911  <li>
11912   
11913   
11914   
11915   
11916   
11917   
11918    <p style="margin-bottom: 0cm;">Binary mesh format
11919enhanced. Previously the binary mesh format did not support all the
11920flexibility you could attain when you built meshes programmatically.
11921This has been addressed, and the mesh can now store arbitrary vertex
11922buffer formats, precomputed edge lists (for stencil shadows), and
11923tangent-space vectors (for normal mapping). You are strongly adviced to
11924use the OgreMeshUpgrade tool on all your meshes to uprade them to the
11925latest version, and choose 'y' when asked if you want to reorganise
11926your vertex buffers. The 'automatic' option is the quickest way to get
11927your meshes up to date, and you may find them slightly faster to render
11928
11929as a result. <br>
11930
11931
11932
11933
11934
11935
11936
11937Bear in mind that the .mesh size will increase because edge lists are
11938precomputed and stored by default - if you don't intend to use stencil
11939shadows then you can disable this with the '-e' parameter.</p>
11940
11941
11942
11943
11944
11945
11946
11947  </li>
11948
11949
11950
11951
11952
11953
11954
11955  <li>
11956   
11957   
11958   
11959   
11960   
11961   
11962    <p style="margin-bottom: 0cm;">OpenGL Shading Language
11963(GLSL) support. This means Ogre now supports programmable shaders
11964written in Cg, HLSL, GLSL and all variants of assembler (DirectX and
11965GL). </p>
11966
11967
11968
11969
11970
11971
11972
11973  </li>
11974
11975
11976
11977
11978
11979
11980
11981  <li>
11982   
11983   
11984   
11985   
11986   
11987   
11988    <p style="margin-bottom: 0cm;">Explicit Radian, Degree
11989and AngleUnit classes. To resolve ambiguity as to which angle unit is
11990being used, all methods which take an angle now take a Radian class.
11991You can pass Degree instances to this too and get automatic
11992degree-to-radian conversion. You can also use the AngleUnit class which
11993defaults to the current angle units (see Math). Note that conversions
11994are inlined and are thus very cheap; although if you want to avoid them
11995entirely, use Radian. This is an interface breaking change, so you will
11996need to update your code to use Radian(radianValue) or
11997Degree(degreeValue) where you are using basic types to store angles.</p>
11998
11999
12000
12001
12002
12003
12004
12005  </li>
12006
12007
12008
12009
12010
12011
12012
12013  <li>
12014   
12015   
12016   
12017   
12018   
12019   
12020    <p style="margin-bottom: 0cm;">Reflection
12021enhancements. Automatic reflections using dynamic planes are now simple
12022to create using MovablePlane, and 'custom near clip planes' (oblique
12023depth projection) are available to allow you to clip reflected geometry
12024to an arbitrary plane without requiring additional hardware support
12025such as user clip planes. </p>
12026
12027
12028
12029
12030
12031
12032
12033  </li>
12034
12035
12036
12037
12038
12039
12040
12041  <li>
12042   
12043   
12044   
12045   
12046   
12047   
12048    <p style="margin-bottom: 0cm;">Per-Renderable custom
12049parameters can now be mapped into vertex / fragment programs (using
12050ACT_CUSTOM) to better customise the look of your programmably shaded
12051objects</p>
12052
12053
12054
12055
12056
12057
12058
12059  </li>
12060
12061
12062
12063
12064
12065
12066
12067  <li>
12068   
12069   
12070   
12071   
12072   
12073   
12074    <p style="margin-bottom: 0cm;">Skeletal animation
12075optimisation: by default it now uses an approximation of true
12076rotational interpolation which is slightly faster; true spherical
12077interpolation is still an option if more accuracy is required.</p>
12078
12079
12080
12081
12082
12083
12084
12085  </li>
12086
12087
12088
12089
12090
12091
12092
12093  <li>
12094   
12095   
12096   
12097   
12098   
12099   
12100    <p style="margin-bottom: 0cm;">Edge list improvements;
12101Ogre can now deal with even more model construction variants while
12102still retaining stencil shadow integrity </p>
12103
12104
12105
12106
12107
12108
12109
12110  </li>
12111
12112
12113
12114
12115
12116
12117
12118  <li>
12119   
12120   
12121   
12122   
12123   
12124   
12125    <p style="margin-bottom: 0cm;">Billboard / particle
12126system index and vertex buffers are now deferred loading </p>
12127
12128
12129
12130
12131
12132
12133
12134  </li>
12135
12136
12137
12138
12139
12140
12141
12142  <li>
12143   
12144   
12145   
12146   
12147   
12148   
12149    <p style="margin-bottom: 0cm;">Blender and Milkshape
12150exporters updated </p>
12151
12152
12153
12154
12155
12156
12157
12158  </li>
12159
12160
12161
12162
12163
12164
12165
12166  <li>
12167   
12168   
12169   
12170   
12171   
12172   
12173    <p style="margin-bottom: 0cm;">GL now has a FSAA
12174option like D3D </p>
12175
12176
12177
12178
12179
12180
12181
12182  </li>
12183
12184
12185
12186
12187
12188
12189
12190  <li>
12191   
12192   
12193   
12194   
12195   
12196   
12197    <p style="margin-bottom: 0cm;">Specialised scene
12198queries for the OctreeSceneManager </p>
12199
12200
12201
12202
12203
12204
12205
12206  </li>
12207
12208
12209
12210
12211
12212
12213
12214  <li>
12215   
12216   
12217   
12218   
12219   
12220   
12221    <p style="margin-bottom: 0cm;">Mesh bounds padding is
12222now more configurable </p>
12223
12224
12225
12226
12227
12228
12229
12230  </li>
12231
12232
12233
12234
12235
12236
12237
12238  <li>
12239   
12240   
12241   
12242   
12243   
12244   
12245    <p style="margin-bottom: 0cm;">Skeleton instances can
12246now be shared between multiple entities to allow optional add-ons to
12247animated meshes </p>
12248
12249
12250
12251
12252
12253
12254
12255  </li>
12256
12257
12258
12259
12260
12261
12262
12263  <li>
12264   
12265   
12266   
12267   
12268   
12269   
12270    <p style="margin-bottom: 0cm;">Transparent materials
12271can now cast texture shadows, if an option is enabled in their material
12272(useful for alpha rejection textures) </p>
12273
12274
12275
12276
12277
12278
12279
12280  </li>
12281
12282
12283
12284
12285
12286
12287
12288  <li>
12289   
12290   
12291   
12292   
12293   
12294   
12295    <p>Added GLX platform manager, enabling the use of OGRE on
12296Linux without using SDL. This also has a nice configuration dialog
12297instead of the text based one. </p>
12298
12299
12300
12301
12302
12303
12304
12305  </li>
12306
12307
12308
12309
12310
12311
12312
12313</ul>
12314
12315
12316
12317
12318
12319
12320
12321<p>Bugfixes:</p>
12322
12323
12324
12325
12326
12327
12328
12329<ul>
12330
12331
12332
12333
12334
12335
12336
12337  <li>
12338   
12339   
12340   
12341   
12342   
12343   
12344    <p style="margin-bottom: 0cm;">Ogre::String is no
12345longer a subclass of std::string, but a typedef to it. All extra
12346methods which were on Ogre::String are now on the Ogre::StringUtil
12347class. This is to resolve compatibility issues on some STLs; this is an
12348interface breaking change so you will need to update your code to use
12349the equivalent StringUtil methods.</p>
12350
12351
12352
12353
12354
12355
12356
12357  </li>
12358
12359
12360
12361
12362
12363
12364
12365  <li>
12366   
12367   
12368   
12369   
12370   
12371   
12372    <p style="margin-bottom: 0cm;">DirectX no longer
12373prefers W buffers over Z buffers unless 16-bit colour is being used </p>
12374
12375
12376
12377
12378
12379
12380
12381  </li>
12382
12383
12384
12385
12386
12387
12388
12389  <li>
12390   
12391   
12392   
12393   
12394   
12395   
12396    <p style="margin-bottom: 0cm;">DirectInput usage now
12397plays nicer with other apps </p>
12398
12399
12400
12401
12402
12403
12404
12405  </li>
12406
12407
12408
12409
12410
12411
12412
12413  <li>
12414   
12415   
12416   
12417   
12418   
12419   
12420    <p style="margin-bottom: 0cm;">Fixed the number of
12421textures used when a custom number of shadow textures were specified </p>
12422
12423
12424
12425
12426
12427
12428
12429  </li>
12430
12431
12432
12433
12434
12435
12436
12437  <li>
12438   
12439   
12440   
12441   
12442   
12443   
12444    <p style="margin-bottom: 0cm;">Fixed TS_PARENT and
12445TS_WORLD Node transform options </p>
12446
12447
12448
12449
12450
12451
12452
12453  </li>
12454
12455
12456
12457
12458
12459
12460
12461  <li>
12462   
12463   
12464   
12465   
12466   
12467   
12468    <p style="margin-bottom: 0cm;">Fixed LBX_BLEND_MANUAL
12469in GL </p>
12470
12471
12472
12473
12474
12475
12476
12477  </li>
12478
12479
12480
12481
12482
12483
12484
12485  <li>
12486   
12487   
12488   
12489   
12490   
12491   
12492    <p style="margin-bottom: 0cm;">Fixed finding of nearby
12493lights so it takes into account bounds of node </p>
12494
12495
12496
12497
12498
12499
12500
12501  </li>
12502
12503
12504
12505
12506
12507
12508
12509  <li>
12510   
12511   
12512   
12513   
12514   
12515   
12516    <p style="margin-bottom: 0cm;">Avoided ATI shutdown
12517issues in GL/Linux by making the shutdown sequence more explicit </p>
12518
12519
12520
12521
12522
12523
12524
12525  </li>
12526
12527
12528
12529
12530
12531
12532
12533  <li>
12534   
12535   
12536   
12537   
12538   
12539   
12540    <p style="margin-bottom: 0cm;">Initialisation of
12541shadow materials now works when more than one SceneManager is active </p>
12542
12543
12544
12545
12546
12547
12548
12549  </li>
12550
12551
12552
12553
12554
12555
12556
12557  <li>
12558   
12559   
12560   
12561   
12562   
12563   
12564    <p style="margin-bottom: 0cm;">Some frustum
12565calculation issues were resolved, especially calculation of corners and
12566planes in orthographic mode </p>
12567
12568
12569
12570
12571
12572
12573
12574  </li>
12575
12576
12577
12578
12579
12580
12581
12582  <li>
12583   
12584   
12585   
12586   
12587   
12588   
12589    <p style="margin-bottom: 0cm;">use32bitindexes was not
12590being read from XML correctly </p>
12591
12592
12593
12594
12595
12596
12597
12598  </li>
12599
12600
12601
12602
12603
12604
12605
12606  <li>
12607   
12608   
12609   
12610   
12611   
12612   
12613    <p style="margin-bottom: 0cm;">Fixed memory leak when
12614attaching and detaching objects from bones </p>
12615
12616
12617
12618
12619
12620
12621
12622  </li>
12623
12624
12625
12626
12627
12628
12629
12630  <li>
12631   
12632   
12633   
12634   
12635   
12636   
12637    <p style="margin-bottom: 0cm;">Stencil shadows were
12638not working correctly when 2-sided stencilling was not available and
12639there was more than one SubMesh with it's own geometry </p>
12640
12641
12642
12643
12644
12645
12646
12647  </li>
12648
12649
12650
12651
12652
12653
12654
12655  <li>
12656   
12657   
12658   
12659   
12660   
12661   
12662    <p>Various other minor issues</p>
12663
12664
12665
12666
12667
12668
12669
12670  </li>
12671
12672
12673
12674
12675
12676
12677
12678</ul>
12679
12680
12681
12682
12683
12684
12685
12686<p>Deprecation warnings:</p>
12687
12688
12689
12690
12691
12692
12693
12694<ul>
12695
12696
12697
12698
12699
12700
12701
12702  <li>
12703   
12704   
12705   
12706   
12707   
12708   
12709    <p style="margin-bottom: 0cm;">SceneNode::attachCamera
12710and SceneNode::attachLight, which have been deprecated for some time,
12711have been removed. Use SceneNode::attachObject.</p>
12712
12713
12714
12715
12716
12717
12718
12719  </li>
12720
12721
12722
12723
12724
12725
12726
12727  <li>
12728   
12729   
12730   
12731   
12732   
12733   
12734    <p style="margin-bottom: 0cm;">Internal GUI classes;
12735in the next release, the internal GUI will be removed in favour of <a href="http://crayzedsgui.sourceforge.net/">Crazy Eddie's GUI</a>,
12736and we advise all users to begin migrating their code now. This covers
12737the interactive GUIs (ie buttons, scroll bars etc) and not static
12738overlays, which will still be available in Ogre. </p>
12739
12740
12741
12742
12743
12744
12745
12746  </li>
12747
12748
12749
12750
12751
12752
12753
12754  <li>
12755   
12756   
12757   
12758   
12759   
12760   
12761    <p>NatureSceneManager; this will be moved to ogreaddons in
12762the next version incase anyone wishes to continue to maintain it. The
12763Ogre team have no plans to support this scene manager since
12764TerrainSceneManager and PagingLandscape (in ogreaddons) provide better
12765terrain rendering options.</p>
12766
12767
12768
12769
12770
12771
12772
12773  </li>
12774
12775
12776
12777
12778
12779
12780
12781</ul>
12782
12783
12784
12785
12786
12787
12788
12789<p class="mainheader" align="left">v0.14.1 (28 July
127902004) - Maintenance
12791Release</p>
12792
12793
12794
12795
12796
12797
12798
12799<p align="left">Enhancements:</p>
12800
12801
12802
12803
12804
12805
12806
12807<ul>
12808
12809
12810
12811
12812
12813
12814
12815  <li>
12816   
12817   
12818   
12819   
12820   
12821   
12822    <p style="margin-bottom: 0cm;"><b>TerrainSceneManager
12823improved</b></p>
12824
12825
12826
12827
12828
12829
12830
12831   
12832   
12833   
12834   
12835   
12836   
12837    <ul>
12838
12839
12840
12841
12842
12843
12844
12845      <li>
12846       
12847       
12848       
12849       
12850       
12851       
12852        <p style="margin-bottom: 0cm;">Vertex program
12853morphing allows for almost imperceptible leve l-of-detail changes</p>
12854
12855
12856
12857
12858
12859
12860
12861      </li>
12862
12863
12864
12865
12866
12867
12868
12869      <li>
12870       
12871       
12872       
12873       
12874       
12875       
12876        <p style="margin-bottom: 0cm;">Improved efficiency
12877allows for larger terrains </p>
12878
12879
12880
12881
12882
12883
12884
12885      </li>
12886
12887
12888
12889
12890
12891
12892
12893      <li>
12894       
12895       
12896       
12897       
12898       
12899       
12900        <p style="margin-bottom: 0cm;">Improved LOD
12901calculation leads to more accurate rendering with the same or fewer
12902triangles</p>
12903
12904
12905
12906
12907
12908
12909
12910      </li>
12911
12912
12913
12914
12915
12916
12917
12918      <li>
12919       
12920       
12921       
12922       
12923       
12924       
12925        <p style="margin-bottom: 0cm;">Custom terrain
12926materials can now be used </p>
12927
12928
12929
12930
12931
12932
12933
12934      </li>
12935
12936
12937
12938
12939
12940
12941
12942      <li>
12943       
12944       
12945       
12946       
12947       
12948       
12949        <p style="margin-bottom: 0cm;">Pluggable terrain
12950data sources allow terrain data to come from any source </p>
12951
12952
12953
12954
12955
12956
12957
12958      </li>
12959
12960
12961
12962
12963
12964
12965
12966      <li>
12967       
12968       
12969       
12970       
12971       
12972       
12973        <p style="margin-bottom: 0cm;">Demo now
12974demonstrates the use of RaySceneQuery to 'stick' the camera to the
12975terrain</p>
12976
12977
12978
12979
12980
12981
12982
12983      </li>
12984
12985
12986
12987
12988
12989
12990
12991   
12992   
12993   
12994   
12995   
12996   
12997    </ul>
12998
12999
13000
13001
13002
13003
13004
13005  </li>
13006
13007
13008
13009
13010
13011
13012
13013  <li>
13014   
13015   
13016   
13017   
13018   
13019   
13020    <p style="margin-bottom: 0cm;">Maya, Blender and 3DS
13021exporters updated </p>
13022
13023
13024
13025
13026
13027
13028
13029  </li>
13030
13031
13032
13033
13034
13035
13036
13037  <li>
13038   
13039   
13040   
13041   
13042   
13043   
13044    <p style="margin-bottom: 0cm;">RenderSystem can now
13045report the texel offset differences between systems (required for <a href="http://crayzedsgui.sourceforge.net/">CrazyEddie's GUI</a>)
13046    </p>
13047
13048
13049
13050
13051
13052
13053
13054  </li>
13055
13056
13057
13058
13059
13060
13061
13062  <li>
13063   
13064   
13065   
13066   
13067   
13068   
13069    <p>Code is now more 'MingW friendly', although this is still
13070not officially supported, community supported DevPaks are available
13071from <a href="http://the-agency.sourceforge.net/">The
13072Agency</a> </p>
13073
13074
13075
13076
13077
13078
13079
13080  </li>
13081
13082
13083
13084
13085
13086
13087
13088</ul>
13089
13090
13091
13092
13093
13094
13095
13096<p>Bugfixes:</p>
13097
13098
13099
13100
13101
13102
13103
13104<ul>
13105
13106
13107
13108
13109
13110
13111
13112  <li>
13113   
13114   
13115   
13116   
13117   
13118   
13119    <p style="margin-bottom: 0cm;">Visibility of child
13120objects attached to the skeleton of an Entity was being ignored </p>
13121
13122
13123
13124
13125
13126
13127
13128  </li>
13129
13130
13131
13132
13133
13134
13135
13136  <li>
13137   
13138   
13139   
13140   
13141   
13142   
13143    <p style="margin-bottom: 0cm;">Fixed infinite loop in
13144resize() methods of D3D windows </p>
13145
13146
13147
13148
13149
13150
13151
13152  </li>
13153
13154
13155
13156
13157
13158
13159
13160  <li>
13161   
13162   
13163   
13164   
13165   
13166   
13167    <p style="margin-bottom: 0cm;">Fixed XMLConverter bug
13168when using constant reduction in interactive mode </p>
13169
13170
13171
13172
13173
13174
13175
13176  </li>
13177
13178
13179
13180
13181
13182
13183
13184  <li>
13185   
13186   
13187   
13188   
13189   
13190   
13191    <p style="margin-bottom: 0cm;">Made the XML mesh
13192serializer properly assume 'false' for usesharedvertices and
13193use32bitindexes </p>
13194
13195
13196
13197
13198
13199
13200
13201  </li>
13202
13203
13204
13205
13206
13207
13208
13209  <li>
13210   
13211   
13212   
13213   
13214   
13215   
13216    <p style="margin-bottom: 0cm;">Skeletally animated
13217meshes with a vertex program which did not implement hardware skinning
13218were transformed incorrectly. </p>
13219
13220
13221
13222
13223
13224
13225
13226  </li>
13227
13228
13229
13230
13231
13232
13233
13234  <li>
13235   
13236   
13237   
13238   
13239   
13240   
13241    <p style="margin-bottom: 0cm;">Fixed some driver
13242crashes on GL</p>
13243
13244
13245
13246
13247
13248
13249
13250  </li>
13251
13252
13253
13254
13255
13256
13257
13258  <li>
13259   
13260   
13261   
13262   
13263   
13264   
13265    <p style="margin-bottom: 0cm;">Fixed a few memory
13266leaks, especially when no rendering is performed before shutdown </p>
13267
13268
13269
13270
13271
13272
13273
13274  </li>
13275
13276
13277
13278
13279
13280
13281
13282  <li>
13283   
13284   
13285   
13286   
13287   
13288   
13289    <p style="margin-bottom: 0cm;">Prevented multiple
13290instances of HollowEllipsoidEmitter and RingEmitter from adding their
13291custom params to the dictionary twice. </p>
13292
13293
13294
13295
13296
13297
13298
13299  </li>
13300
13301
13302
13303
13304
13305
13306
13307  <li>
13308   
13309   
13310   
13311   
13312   
13313   
13314    <p style="margin-bottom: 0cm;">Math::UnitRandom should
13315have been Math::SymmetricRandom in RingEmitter </p>
13316
13317
13318
13319
13320
13321
13322
13323  </li>
13324
13325
13326
13327
13328
13329
13330
13331  <li>
13332   
13333   
13334   
13335   
13336   
13337   
13338    <p style="margin-bottom: 0cm;">Corrected docs for
13339TextureUnitState::setAnimatedTextureName </p>
13340
13341
13342
13343
13344
13345
13346
13347  </li>
13348
13349
13350
13351
13352
13353
13354
13355  <li>
13356   
13357   
13358   
13359   
13360   
13361   
13362    <p style="margin-bottom: 0cm;">Fixed light update so
13363that lights attached to nodes update properly even when the node does
13364not change. </p>
13365
13366
13367
13368
13369
13370
13371
13372  </li>
13373
13374
13375
13376
13377
13378
13379
13380  <li>
13381   
13382   
13383   
13384   
13385   
13386   
13387    <p style="margin-bottom: 0cm;">Assign queue groups to
13388manual LOD entities too </p>
13389
13390
13391
13392
13393
13394
13395
13396  </li>
13397
13398
13399
13400
13401
13402
13403
13404  <li>
13405   
13406   
13407   
13408   
13409   
13410   
13411    <p style="margin-bottom: 0cm;">Fix to the early-exit
13412in Overlay::_findVisibleObjects could cause important updates to be
13413missed if the overlay wasn't visible on startup </p>
13414
13415
13416
13417
13418
13419
13420
13421  </li>
13422
13423
13424
13425
13426
13427
13428
13429  <li>
13430   
13431   
13432   
13433   
13434   
13435   
13436    <p>Patched the EdgeBuilder (calculates stencil shadow
13437structures) so that it detects when there are too many triangles
13438attached to a single edge, and reverts to not welding vertices across
13439vertex sets. This allow it to deal with multiple capped submeshes with
13440their own geometry (which are manifold in themselves) even if they
13441touch at the boundaries. At the same time it still deals with the case
13442where a model is only manifold when all submeshes are combined (it
13443tries to find this case first).</p>
13444
13445
13446
13447
13448
13449
13450
13451  </li>
13452
13453
13454
13455
13456
13457
13458
13459</ul>
13460
13461
13462
13463
13464
13465
13466
13467<p class="mainheader" align="left">v0.14.0 (12 May
134682004) - Major
13469Release</p>
13470
13471
13472
13473
13474
13475
13476
13477<p align="left">Enhancements:</p>
13478
13479
13480
13481
13482
13483
13484
13485<ul>
13486
13487
13488
13489
13490
13491
13492
13493  <li>
13494   
13495   
13496   
13497   
13498   
13499   
13500    <p style="margin-bottom: 0cm;"><b>Shadows</b>
13501    </p>
13502
13503
13504
13505
13506
13507
13508
13509   
13510   
13511   
13512   
13513   
13514   
13515    <ul>
13516
13517
13518
13519
13520
13521
13522
13523      <li>
13524       
13525       
13526       
13527       
13528       
13529       
13530        <p style="margin-bottom: 0cm;">3 different
13531techniques: </p>
13532
13533
13534
13535
13536
13537
13538
13539       
13540       
13541       
13542       
13543       
13544       
13545        <ul>
13546
13547
13548
13549
13550
13551
13552
13553          <li>
13554           
13555           
13556           
13557           
13558           
13559           
13560            <p style="margin-bottom: 0cm;">Modulative
13561stencil shadows (simple extra pass darkens the shadowed areas) </p>
13562
13563
13564
13565
13566
13567
13568
13569          </li>
13570
13571
13572
13573
13574
13575
13576
13577          <li>
13578           
13579           
13580           
13581           
13582           
13583           
13584            <p style="margin-bottom: 0cm;">Additive
13585stencil shadows (masking of light contribution, aka Doom3-style,
13586including a smart pass categoriser / splitter which means you don't
13587need to rewrite your materials) </p>
13588
13589
13590
13591
13592
13593
13594
13595          </li>
13596
13597
13598
13599
13600
13601
13602
13603          <li>
13604           
13605           
13606           
13607           
13608           
13609           
13610            <p style="margin-bottom: 0cm;">Modulative
13611projective texture shadows </p>
13612
13613
13614
13615
13616
13617
13618
13619          </li>
13620
13621
13622
13623
13624
13625
13626
13627       
13628       
13629       
13630       
13631       
13632       
13633        </ul>
13634
13635
13636
13637
13638
13639
13640
13641      </li>
13642
13643
13644
13645
13646
13647
13648
13649      <li>
13650       
13651       
13652       
13653       
13654       
13655       
13656        <p style="margin-bottom: 0cm;">Multiple stencil
13657shadow optimisations, including vertex program extrusion, smart light
13658and shadow caster culling, integration with mesh LOD, zpass and zfail
13659methods, 2-sided stencilling, scissor region clipping </p>
13660
13661
13662
13663
13664
13665
13666
13667      </li>
13668
13669
13670
13671
13672
13673
13674
13675      <li>
13676       
13677       
13678       
13679       
13680       
13681       
13682        <p style="margin-bottom: 0cm;">Texture shadows
13683fade out at the far distance and around the edges of spotlight, hiding
13684the finite edges of these shadow types</p>
13685
13686
13687
13688
13689
13690
13691
13692      </li>
13693
13694
13695
13696
13697
13698
13699
13700      <li>
13701       
13702       
13703       
13704       
13705       
13706       
13707        <p>Important: Those writing custom SceneManager
13708implementations will have to review the changes to the render queues
13709and render sequence when shadows are enabled, since supporting several
13710types of shadows has required these processes to be significantly
13711enhanced and decomposed into multiple parts (which should lend
13712themselves to customisation in your SMs if you need them). In
13713particular, note that the signature of
13714SceneManager::_findVisibleObjects has changed so if you override this
13715you will need to alter yours too - the compiler will not tell you about
13716this!</p>
13717
13718
13719
13720
13721
13722
13723
13724      </li>
13725
13726
13727
13728
13729
13730
13731
13732   
13733   
13734   
13735   
13736   
13737   
13738    </ul>
13739
13740
13741
13742
13743
13744
13745
13746  </li>
13747
13748
13749
13750
13751
13752
13753
13754</ul>
13755
13756
13757
13758
13759
13760
13761
13762<ul>
13763
13764
13765
13766
13767
13768
13769
13770  <li>
13771   
13772   
13773   
13774   
13775   
13776   
13777    <p style="margin-bottom: 0cm;"><b>Hardware
13778Skinning</b> </p>
13779
13780
13781
13782
13783
13784
13785
13786   
13787   
13788   
13789   
13790   
13791   
13792    <ul>
13793
13794
13795
13796
13797
13798
13799
13800      <li>
13801       
13802       
13803       
13804       
13805       
13806       
13807        <p style="margin-bottom: 0cm;">Skeletal animation
13808can now be driven using vertex programs </p>
13809
13810
13811
13812
13813
13814
13815
13816      </li>
13817
13818
13819
13820
13821
13822
13823
13824      <li>
13825       
13826       
13827       
13828       
13829       
13830       
13831        <p style="margin-bottom: 0cm;">Number of bones
13832limited only by your target vertex program version</p>
13833
13834
13835
13836
13837
13838
13839
13840      </li>
13841
13842
13843
13844
13845
13846
13847
13848   
13849   
13850   
13851   
13852   
13853   
13854    </ul>
13855
13856
13857
13858
13859
13860
13861
13862  </li>
13863
13864
13865
13866
13867
13868
13869
13870  <li>
13871   
13872   
13873   
13874   
13875   
13876   
13877    <p style="margin-bottom: 0cm;"><b>General
13878purpose projective texturing</b>. Projective texturing was
13879possible in Ogre before, but it required you to manually set up the
13880texture matrices. Now there is a simple 1-method call which allows you
13881to link a texture unit to a Frustum instance, and it will automatically
13882sync the projection of the texture with changes to the frustum. </p>
13883
13884
13885
13886
13887
13888
13889
13890  </li>
13891
13892
13893
13894
13895
13896
13897
13898  <li>
13899   
13900   
13901   
13902   
13903   
13904   
13905    <p style="margin-bottom: 0cm;"><b>Node/SceneNode
13906enhancements</b>. You can now make a node automatically track
13907(constantly look at) another node, and all transforms now take a
13908'transform space' parameter to make it easier to perform
13909transformations relative to any space. </p>
13910
13911
13912
13913
13914
13915
13916
13917  </li>
13918
13919
13920
13921
13922
13923
13924
13925  <li>
13926   
13927   
13928   
13929   
13930   
13931   
13932    <p style="margin-bottom: 0cm;"><b>Skeleton
13933instances</b>. The sharing of skeletons between multiple animated
13934objects has been made more flexible so that you can now more easily
13935hook up external effects on the bones on particular instances of that
13936skeleton (in entities); applications such as manually controlling bones
13937or ragdoll simulations benefit from these enhancements. </p>
13938
13939
13940
13941
13942
13943
13944
13945  </li>
13946
13947
13948
13949
13950
13951
13952
13953  <li>
13954   
13955   
13956   
13957   
13958   
13959   
13960    <p style="margin-bottom: 0cm;"><b>External
13961Texture Sources</b>. You can now register external texture
13962sources in order to feed texture data in from another source; this has
13963been used to render video through a texture for example, although the
13964technique can be used for many other things.</p>
13965
13966
13967
13968
13969
13970
13971
13972  </li>
13973
13974
13975
13976
13977
13978
13979
13980  <li>
13981   
13982   
13983   
13984   
13985   
13986   
13987    <p style="margin-bottom: 0cm;">Updated GTK demo
13988showing you how to embed an Ogre window in a GTK application.</p>
13989
13990
13991
13992
13993
13994
13995
13996  </li>
13997
13998
13999
14000
14001
14002
14003
14004  <li>
14005   
14006   
14007   
14008   
14009   
14010   
14011    <p style="margin-bottom: 0cm;">Added an offset
14012(parallax) mapping example to the Dot3Bump demo, along with a normal
14013mapped statue</p>
14014
14015
14016
14017
14018
14019
14020
14021  </li>
14022
14023
14024
14025
14026
14027
14028
14029  <li>
14030   
14031   
14032   
14033   
14034   
14035   
14036    <p style="margin-bottom: 0cm;">Mac OSX now supports Cg
14037so the plugin has been enabled</p>
14038
14039
14040
14041
14042
14043
14044
14045  </li>
14046
14047
14048
14049
14050
14051
14052
14053  <li>
14054   
14055   
14056   
14057   
14058   
14059   
14060    <p style="margin-bottom: 0cm;">Introduced the Frustum
14061class as a superclass of Camera, abstracting many of the features so
14062they can be reused in other situations like texture projection. </p>
14063
14064
14065
14066
14067
14068
14069
14070  </li>
14071
14072
14073
14074
14075
14076
14077
14078  <li>
14079   
14080   
14081   
14082   
14083   
14084   
14085    <p style="margin-bottom: 0cm;">Updated Blender and
14086Lightwave exporters </p>
14087
14088
14089
14090
14091
14092
14093
14094  </li>
14095
14096
14097
14098
14099
14100
14101
14102  <li>
14103   
14104   
14105   
14106   
14107   
14108   
14109    <p style="margin-bottom: 0cm;">SubEntities can now
14110have their visibility toggled individually </p>
14111
14112
14113
14114
14115
14116
14117
14118  </li>
14119
14120
14121
14122
14123
14124
14125
14126  <li>
14127   
14128   
14129   
14130   
14131   
14132   
14133    <p style="margin-bottom: 0cm;">Hardware occlusion
14134query support</p>
14135
14136
14137
14138
14139
14140
14141
14142  </li>
14143
14144
14145
14146
14147
14148
14149
14150  <li>
14151   
14152   
14153   
14154   
14155   
14156   
14157    <p>Animation looping can now be disabled on AnimationState</p>
14158
14159
14160
14161
14162
14163
14164
14165  </li>
14166
14167
14168
14169
14170
14171
14172
14173</ul>
14174
14175
14176
14177
14178
14179
14180
14181<p align="left">Bugfixes:</p>
14182
14183
14184
14185
14186
14187
14188
14189<ul>
14190
14191
14192
14193
14194
14195
14196
14197  <li>
14198   
14199   
14200   
14201   
14202   
14203   
14204    <p>Too many to list individually; please read the CVS log for
14205a full account.</p>
14206
14207
14208
14209
14210
14211
14212
14213  </li>
14214
14215
14216
14217
14218
14219
14220
14221</ul>
14222
14223
14224
14225
14226
14227
14228
14229<p class="mainheader" align="left">v0.13.1 (1 March
142302004) - Maintenance
14231Release</p>
14232
14233
14234
14235
14236
14237
14238
14239<p align="left">Enhancements:</p>
14240
14241
14242
14243
14244
14245
14246
14247<ul>
14248
14249
14250
14251
14252
14253
14254
14255  <li>
14256   
14257   
14258   
14259   
14260   
14261   
14262    <p>Updated Blender exporter, now includes a GUI and full
14263skeletal animation support</p>
14264
14265
14266
14267
14268
14269
14270
14271  </li>
14272
14273
14274
14275
14276
14277
14278
14279</ul>
14280
14281
14282
14283
14284
14285
14286
14287<p align="left">Bugfixes:</p>
14288
14289
14290
14291
14292
14293
14294
14295<ul>
14296
14297
14298
14299
14300
14301
14302
14303  <li>
14304   
14305   
14306   
14307   
14308   
14309   
14310    <p style="margin-bottom: 0cm;">Removed redundant
14311Demo_TechDemo.vcproj link from Ogre.sln </p>
14312
14313
14314
14315
14316
14317
14318
14319  </li>
14320
14321
14322
14323
14324
14325
14326
14327  <li>
14328   
14329   
14330   
14331   
14332   
14333   
14334    <p style="margin-bottom: 0cm;">Removed the forced
14335normal normalisation code from the D3D renderers, it is not required so
14336long as the models have unit-length normals, and this is now fixable on
14337a per-Entity basis. Including this code in the render system caused
14338some state management problems with SceneManager. </p>
14339
14340
14341
14342
14343
14344
14345
14346  </li>
14347
14348
14349
14350
14351
14352
14353
14354  <li>
14355   
14356   
14357   
14358   
14359   
14360   
14361    <p style="margin-bottom: 0cm;">D3D7 now correctly
14362records all capabilities (inc cubemapping, anisotropy) </p>
14363
14364
14365
14366
14367
14368
14369
14370  </li>
14371
14372
14373
14374
14375
14376
14377
14378  <li>
14379   
14380   
14381   
14382   
14383   
14384   
14385    <p style="margin-bottom: 0cm;">Fixed a bug with
14386multiple attachments of objects to bones. Previously attached objects
14387were not always properly visible and/or did not move correctly. </p>
14388
14389
14390
14391
14392
14393
14394
14395  </li>
14396
14397
14398
14399
14400
14401
14402
14403  <li>
14404   
14405   
14406   
14407   
14408   
14409   
14410    <p style="margin-bottom: 0cm;">Fixed a crash bug with
14411ConfigFile when an empty value was specified </p>
14412
14413
14414
14415
14416
14417
14418
14419  </li>
14420
14421
14422
14423
14424
14425
14426
14427  <li>
14428   
14429   
14430   
14431   
14432   
14433   
14434    <p style="margin-bottom: 0cm;">Win32Input8::capture()
14435should not capture input types which are disabled </p>
14436
14437
14438
14439
14440
14441
14442
14443  </li>
14444
14445
14446
14447
14448
14449
14450
14451  <li>
14452   
14453   
14454   
14455   
14456   
14457   
14458    <p style="margin-bottom: 0cm;">Fixed Wings exporter
14459'v' texture coordinates </p>
14460
14461
14462
14463
14464
14465
14466
14467  </li>
14468
14469
14470
14471
14472
14473
14474
14475  <li>
14476   
14477   
14478   
14479   
14480   
14481   
14482    <p style="margin-bottom: 0cm;">Fixed
14483AxisAlignedBox::scale </p>
14484
14485
14486
14487
14488
14489
14490
14491  </li>
14492
14493
14494
14495
14496
14497
14498
14499  <li>
14500   
14501   
14502   
14503   
14504   
14505   
14506    <p style="margin-bottom: 0cm;">Particle fix, could
14507result in stuttery particle emission in some cases </p>
14508
14509
14510
14511
14512
14513
14514
14515  </li>
14516
14517
14518
14519
14520
14521
14522
14523  <li>
14524   
14525   
14526   
14527   
14528   
14529   
14530    <p style="margin-bottom: 0cm;">Fixed a couple of
14531problems with the pass map custom sort handler which resulted in "Error
14532inserting new pass entry into SolidRenderablePassMap" assert. </p>
14533
14534
14535
14536
14537
14538
14539
14540  </li>
14541
14542
14543
14544
14545
14546
14547
14548  <li>
14549   
14550   
14551   
14552   
14553   
14554   
14555    <p style="margin-bottom: 0cm;">Small refapp fix for
14556segfault when using objects without an ODE body </p>
14557
14558
14559
14560
14561
14562
14563
14564  </li>
14565
14566
14567
14568
14569
14570
14571
14572  <li>
14573   
14574   
14575   
14576   
14577   
14578   
14579    <p style="margin-bottom: 0cm;">Fix for
14580HardwareVertexBufferBinding::getNextIndex not incrementing the next
14581index properly. </p>
14582
14583
14584
14585
14586
14587
14588
14589  </li>
14590
14591
14592
14593
14594
14595
14596
14597  <li>
14598   
14599   
14600   
14601   
14602   
14603   
14604    <p style="margin-bottom: 0cm;">Added pthread check to
14605configure.in </p>
14606
14607
14608
14609
14610
14611
14612
14613  </li>
14614
14615
14616
14617
14618
14619
14620
14621  <li>
14622   
14623   
14624   
14625   
14626   
14627   
14628    <p style="margin-bottom: 0cm;">bootstrap now deals
14629with automake 1.8 </p>
14630
14631
14632
14633
14634
14635
14636
14637  </li>
14638
14639
14640
14641
14642
14643
14644
14645  <li>
14646   
14647   
14648   
14649   
14650   
14651   
14652    <p>Relative mouse coordinate fixes on linux </p>
14653
14654
14655
14656
14657
14658
14659
14660  </li>
14661
14662
14663
14664
14665
14666
14667
14668</ul>
14669
14670
14671
14672
14673
14674
14675
14676<p class="mainheader" align="left">v0.13.0 (18
14677January 2004) - Major
14678Release</p>
14679
14680
14681
14682
14683
14684
14685
14686<p align="left">Changes since 0.12.3:</p>
14687
14688
14689
14690
14691
14692
14693
14694<ul>
14695
14696
14697
14698
14699
14700
14701
14702  <li>
14703   
14704   
14705   
14706   
14707   
14708   
14709    <p style="margin-bottom: 0cm;"><b>Major material
14710upgrade</b>! This is a subsection of it's own.. </p>
14711
14712
14713
14714
14715
14716
14717
14718   
14719   
14720   
14721   
14722   
14723   
14724    <ul>
14725
14726
14727
14728
14729
14730
14731
14732      <li>
14733       
14734       
14735       
14736       
14737       
14738       
14739        <p style="margin-bottom: 0cm;">Support for vertex
14740and fragment programs (shaders), including: </p>
14741
14742
14743
14744
14745
14746
14747
14748       
14749       
14750       
14751       
14752       
14753       
14754        <ul>
14755
14756
14757
14758
14759
14760
14761
14762          <li>
14763           
14764           
14765           
14766           
14767           
14768           
14769            <p style="margin-bottom: 0cm;">Low-level
14770assembler programs under D3D9 (vs_1_1, vs_2_x, ps_1_x, ps_2_x) and GL
14771(NV_texture_shader, NV_register_combiners, arbvp1, arbfp1,
14772ATI_fragment_shader) </p>
14773
14774
14775
14776
14777
14778
14779
14780          </li>
14781
14782
14783
14784
14785
14786
14787
14788          <li>
14789           
14790           
14791           
14792           
14793           
14794           
14795            <p style="margin-bottom: 0cm;">High-level
14796program support via plugins, so far we support Cg and D3D9 HLSL. Cg
14797compiles down to D3D and GL assembler, and includes converters to
14798non-assembler formats including NV_register_combiners and
14799ATI_fragment_shader so you can write a single program for all targets. </p>
14800
14801
14802
14803
14804
14805
14806
14807          </li>
14808
14809
14810
14811
14812
14813
14814
14815          <li>
14816           
14817           
14818           
14819           
14820           
14821           
14822            <p style="margin-bottom: 0cm;">Support for
14823automatically updated parameter bindings such as 'object space camera
14824position', 'object space light direction' and many more </p>
14825
14826
14827
14828
14829
14830
14831
14832          </li>
14833
14834
14835
14836
14837
14838
14839
14840          <li>
14841           
14842           
14843           
14844           
14845           
14846           
14847            <p style="margin-bottom: 0cm;">Programs can be
14848defined and reused many times with different parameters, all through
14849.material scripts </p>
14850
14851
14852
14853
14854
14855
14856
14857          </li>
14858
14859
14860
14861
14862
14863
14864
14865       
14866       
14867       
14868       
14869       
14870       
14871        </ul>
14872
14873
14874
14875
14876
14877
14878
14879      </li>
14880
14881
14882
14883
14884
14885
14886
14887      <li>
14888       
14889       
14890       
14891       
14892       
14893       
14894        <p style="margin-bottom: 0cm;">Materials now
14895support multiple 'techniques', which can be used as automatic fallbacks
14896for older cards which don't support the requisite features for your
14897preferred shading approach</p>
14898
14899
14900
14901
14902
14903
14904
14905      </li>
14906
14907
14908
14909
14910
14911
14912
14913      <li>
14914       
14915       
14916       
14917       
14918       
14919       
14920        <p style="margin-bottom: 0cm;">Material LOD - you
14921can tell materials to change technique over distance to save rendering
14922power on distant objects; this is subject to the same control
14923parameters (camera bias and entity bias) that is used for mesh LOD so
14924you can tweak it heavily </p>
14925
14926
14927
14928
14929
14930
14931
14932      </li>
14933
14934
14935
14936
14937
14938
14939
14940      <li>
14941       
14942       
14943       
14944       
14945       
14946       
14947        <p style="margin-bottom: 0cm;">Scriptable
14948multipass rendering; you can now specify multiple passes in one
14949material if you wish, and those passes can also be iterated once per
14950light automatically, and the engine will call the pass with each nearby
14951light </p>
14952
14953
14954
14955
14956
14957
14958
14959      </li>
14960
14961
14962
14963
14964
14965
14966
14967      <li>
14968       
14969       
14970       
14971       
14972       
14973       
14974        <p style="margin-bottom: 0cm;">The .material
14975script format has been extensively upgraded to handle all these new
14976options; however if you have 0.12.x or previous scripts you can
14977automatically update them using the OgreMaterialUpgrade tool </p>
14978
14979
14980
14981
14982
14983
14984
14985      </li>
14986
14987
14988
14989
14990
14991
14992
14993   
14994   
14995   
14996   
14997   
14998   
14999    </ul>
15000
15001
15002
15003
15004
15005
15006
15007  </li>
15008
15009
15010
15011
15012
15013
15014
15015  <li>
15016   
15017   
15018   
15019   
15020   
15021   
15022    <p style="margin-bottom: 0cm;"><b>Light
15023management upgraded</b>; you can now have an unlimited number of
15024lights in the scene, and OGRE will pick and use the 'n' closest lights
15025('n' is configurable per pass in the material scripts) which are within
15026their attenuation range when rendering an object. This makes light
15027management much more practical, especially when using vertex and
15028fragment programs. As mentioned above, passes can even be configured to
15029iterate using the 'n' nearest lights. </p>
15030
15031
15032
15033
15034
15035
15036
15037  </li>
15038
15039
15040
15041
15042
15043
15044
15045  <li>
15046   
15047   
15048   
15049   
15050   
15051   
15052    <p style="margin-bottom: 0cm;"><b>More texture
15053formats supported</b>: we now support 1D textures, compressed
15054textures (DXT formats), volume textures (true 3D textures, not just 6
15055faces like cube maps), and loading all of the above from the .dds
15056format, even in GL. </p>
15057
15058
15059
15060
15061
15062
15063
15064  </li>
15065
15066
15067
15068
15069
15070
15071
15072  <li>
15073   
15074   
15075   
15076   
15077   
15078   
15079    <p style="margin-bottom: 0cm;"><b>XCode </b>IDE
15080support on Mac OSX</p>
15081
15082
15083
15084
15085
15086
15087
15088  </li>
15089
15090
15091
15092
15093
15094
15095
15096  <li>
15097   
15098   
15099   
15100   
15101   
15102   
15103    <p style="margin-bottom: 0cm;">Precompiled header
15104support on VC6 and VC7, this makes compilation a lot faster. </p>
15105
15106
15107
15108
15109
15110
15111
15112  </li>
15113
15114
15115
15116
15117
15118
15119
15120  <li>
15121   
15122   
15123   
15124   
15125   
15126   
15127    <p style="margin-bottom: 0cm;">Updated 3DS and Maya
15128exporters</p>
15129
15130
15131
15132
15133
15134
15135
15136  </li>
15137
15138
15139
15140
15141
15142
15143
15144  <li>
15145   
15146   
15147   
15148   
15149   
15150   
15151    <p style="margin-bottom: 0cm;">Frame events can now be
15152raised externally, which makes it easier to update the internal state
15153of particle systems, controllers et al when you're running your own
15154rendering loop instead of using Root::startRendering. </p>
15155
15156
15157
15158
15159
15160
15161
15162  </li>
15163
15164
15165
15166
15167
15168
15169
15170  <li>
15171   
15172   
15173   
15174   
15175   
15176   
15177    <p style="margin-bottom: 0cm;">Texture filtering can
15178now be controlled more finely by optionally setting the min, mag an mip
15179filter instead of one abstracted filter type.</p>
15180
15181
15182
15183
15184
15185
15186
15187  </li>
15188
15189
15190
15191
15192
15193
15194
15195  <li>
15196   
15197   
15198   
15199   
15200   
15201   
15202    <p style="margin-bottom: 0cm;">Fonts now look cleaner,
15203texture size has been optimised and filtering tuned </p>
15204
15205
15206
15207
15208
15209
15210
15211  </li>
15212
15213
15214
15215
15216
15217
15218
15219  <li>
15220   
15221   
15222   
15223   
15224   
15225   
15226    <p>The 'v' texture coordinate has been flipped so that the
15227origin is now in the top-left, this removes the need to flip textures
15228and improves loading times as well as making compressed texture support
15229feasible. The .mesh format will be converted on the fly automatically,
15230but you should use OgreMeshUpgrade to fix it permanently </p>
15231
15232
15233
15234
15235
15236
15237
15238  </li>
15239
15240
15241
15242
15243
15244
15245
15246</ul>
15247
15248
15249
15250
15251
15252
15253
15254<p class="mainheader" align="left">v0.12.3 (4
15255January 2004) -
15256Maintenance Release</p>
15257
15258
15259
15260
15261
15262
15263
15264<p align="left">Changes since 0.12.2:</p>
15265
15266
15267
15268
15269
15270
15271
15272<ul>
15273
15274
15275
15276
15277
15278
15279
15280  <li>
15281   
15282   
15283   
15284   
15285   
15286   
15287    <p style="margin-bottom: 0cm;">Fixed a problem with
15288overlay sizes when using multiple render targets </p>
15289
15290
15291
15292
15293
15294
15295
15296  </li>
15297
15298
15299
15300
15301
15302
15303
15304  <li>
15305   
15306   
15307   
15308   
15309   
15310   
15311    <p style="margin-bottom: 0cm;">Fixed a bug with frame
15312rate stats when using multiple render targets</p>
15313
15314
15315
15316
15317
15318
15319
15320  </li>
15321
15322
15323
15324
15325
15326
15327
15328  <li>
15329   
15330   
15331   
15332   
15333   
15334   
15335    <p style="margin-bottom: 0cm;">Fixed a few boundary
15336conditions in the mesh LOD generation which could cause crashes </p>
15337
15338
15339
15340
15341
15342
15343
15344  </li>
15345
15346
15347
15348
15349
15350
15351
15352  <li>
15353   
15354   
15355   
15356   
15357   
15358   
15359    <p style="margin-bottom: 0cm;">GL render system now
15360pumps events properly in Windows </p>
15361
15362
15363
15364
15365
15366
15367
15368  </li>
15369
15370
15371
15372
15373
15374
15375
15376  <li>
15377   
15378   
15379   
15380   
15381   
15382   
15383    <p style="margin-bottom: 0cm;">RenderTarget::writeContentsToTimestampedFile
15384erroneous characters removed </p>
15385
15386
15387
15388
15389
15390
15391
15392  </li>
15393
15394
15395
15396
15397
15398
15399
15400  <li>
15401   
15402   
15403   
15404   
15405   
15406   
15407    <p style="margin-bottom: 0cm;">Compatibility with new
15408STLport version (4.6) </p>
15409
15410
15411
15412
15413
15414
15415
15416  </li>
15417
15418
15419
15420
15421
15422
15423
15424  <li>
15425   
15426   
15427   
15428   
15429   
15430   
15431    <p style="margin-bottom: 0cm;">Fixed a few memory
15432leaks in D3D </p>
15433
15434
15435
15436
15437
15438
15439
15440  </li>
15441
15442
15443
15444
15445
15446
15447
15448  <li>
15449   
15450   
15451   
15452   
15453   
15454   
15455    <p style="margin-bottom: 0cm;">Fixed a buffer overrun
15456problem in TextAreaGuiElement when using '\n'</p>
15457
15458
15459
15460
15461
15462
15463
15464  </li>
15465
15466
15467
15468
15469
15470
15471
15472  <li>
15473   
15474   
15475   
15476   
15477   
15478   
15479    <p>Fixed a precompiled header option which sneaked into 0.12
15480in VC6 OgreMain</p>
15481
15482
15483
15484
15485
15486
15487
15488  </li>
15489
15490
15491
15492
15493
15494
15495
15496</ul>
15497
15498
15499
15500
15501
15502
15503
15504<p class="mainheader" align="left">v0.12.2 (21
15505November 2003) -
15506Maintenance Release</p>
15507
15508
15509
15510
15511
15512
15513
15514<p align="left">Changes since 0.12.1:</p>
15515
15516
15517
15518
15519
15520
15521
15522<ul>
15523
15524
15525
15526
15527
15528
15529
15530  <li>
15531   
15532   
15533   
15534   
15535   
15536   
15537    <p style="margin-bottom: 0cm;">Blender exporter
15538updated; now supports the latest version of Blender, and also supports
15539animation </p>
15540
15541
15542
15543
15544
15545
15546
15547  </li>
15548
15549
15550
15551
15552
15553
15554
15555  <li>
15556   
15557   
15558   
15559   
15560   
15561   
15562    <p style="margin-bottom: 0cm;">Wings3D exporter
15563updated, now supports the new uv exporting format of 0.98.16b </p>
15564
15565
15566
15567
15568
15569
15570
15571  </li>
15572
15573
15574
15575
15576
15577
15578
15579  <li>
15580   
15581   
15582   
15583   
15584   
15585   
15586    <p style="margin-bottom: 0cm;">Fixed bug in
15587BspIntersectionQuery which caused intersectins to be reported between
15588entities and the world when collision was disabled </p>
15589
15590
15591
15592
15593
15594
15595
15596  </li>
15597
15598
15599
15600
15601
15602
15603
15604  <li>
15605   
15606   
15607   
15608   
15609   
15610   
15611    <p style="margin-bottom: 0cm;">Meshes exported with
15612more than 4 bone assignments per vertex now have their weights
15613rebalanced to just 4 automatically on conversion to .mesh</p>
15614
15615
15616
15617
15618
15619
15620
15621  </li>
15622
15623
15624
15625
15626
15627
15628
15629  <li>
15630   
15631   
15632   
15633   
15634   
15635   
15636    <p style="margin-bottom: 0cm;">Fixed a bug in
15637Quaternion::Slerp which resulted in a non-unit Quaternion being
15638returned sometimes when the 'shortestPath' option was used. This
15639manifested itself as oddly scaling bones when animating an entity</p>
15640
15641
15642
15643
15644
15645
15646
15647  </li>
15648
15649
15650
15651
15652
15653
15654
15655  <li>
15656   
15657   
15658   
15659   
15660   
15661   
15662    <p style="margin-bottom: 0cm;">Fixed a bug in ray /
15663plane intersection where it was incorrectly concluded that the ray was
15664parallel to the plane </p>
15665
15666
15667
15668
15669
15670
15671
15672  </li>
15673
15674
15675
15676
15677
15678
15679
15680  <li>
15681   
15682   
15683   
15684   
15685   
15686   
15687    <p style="margin-bottom: 0cm;">Fixed some D3D memory
15688leaks </p>
15689
15690
15691
15692
15693
15694
15695
15696  </li>
15697
15698
15699
15700
15701
15702
15703
15704  <li>
15705   
15706   
15707   
15708   
15709   
15710   
15711    <p style="margin-bottom: 0cm;">Fixed some Mesh
15712automatic loading and unloading issues </p>
15713
15714
15715
15716
15717
15718
15719
15720  </li>
15721
15722
15723
15724
15725
15726
15727
15728  <li>
15729   
15730   
15731   
15732   
15733   
15734   
15735    <p>Colour values in XML files are now parsed as r,g,b,a
15736instead of a packed long </p>
15737
15738
15739
15740
15741
15742
15743
15744  </li>
15745
15746
15747
15748
15749
15750
15751
15752</ul>
15753
15754
15755
15756
15757
15758
15759
15760<p class="mainheader" align="left">v0.12.1 (12
15761October 2003) -
15762Maintenance Release</p>
15763
15764
15765
15766
15767
15768
15769
15770<p align="left">Changes since 0.12.0:</p>
15771
15772
15773
15774
15775
15776
15777
15778<ul>
15779
15780
15781
15782
15783
15784
15785
15786  <li>
15787   
15788   
15789   
15790   
15791   
15792   
15793    <p style="margin-bottom: 0cm;">Added new, improved
15794Maya exporter from macross and fifty1 </p>
15795
15796
15797
15798
15799
15800
15801
15802  </li>
15803
15804
15805
15806
15807
15808
15809
15810  <li>
15811   
15812   
15813   
15814   
15815   
15816   
15817    <p style="margin-bottom: 0cm;">Fixed bug in the
15818TerrainSceneManager where we were locking a write-only buffer for
15819reading </p>
15820
15821
15822
15823
15824
15825
15826
15827  </li>
15828
15829
15830
15831
15832
15833
15834
15835  <li>
15836   
15837   
15838   
15839   
15840   
15841   
15842    <p style="margin-bottom: 0cm;">Added lines in
15843bootstrap to make sure the correct versions of auto* tools are used on
15844Gentoo </p>
15845
15846
15847
15848
15849
15850
15851
15852  </li>
15853
15854
15855
15856
15857
15858
15859
15860  <li>
15861   
15862   
15863   
15864   
15865   
15866   
15867    <p style="margin-bottom: 0cm;">Fixed screenshot taking
15868bug in Direct3D9 on some older cards </p>
15869
15870
15871
15872
15873
15874
15875
15876  </li>
15877
15878
15879
15880
15881
15882
15883
15884  <li>
15885   
15886   
15887   
15888   
15889   
15890   
15891    <p style="margin-bottom: 0cm;">Fixed bounding boxes on
15892skeletally animated entities with other entities attached to bones </p>
15893
15894
15895
15896
15897
15898
15899
15900  </li>
15901
15902
15903
15904
15905
15906
15907
15908  <li>
15909   
15910   
15911   
15912   
15913   
15914   
15915    <p style="margin-bottom: 0cm;">Fixed particle display
15916problem in VC6 release mode</p>
15917
15918
15919
15920
15921
15922
15923
15924  </li>
15925
15926
15927
15928
15929
15930
15931
15932  <li>
15933   
15934   
15935   
15936   
15937   
15938   
15939    <p style="margin-bottom: 0cm;">Fixed links in
15940tutorials index </p>
15941
15942
15943
15944
15945
15946
15947
15948  </li>
15949
15950
15951
15952
15953
15954
15955
15956  <li>
15957   
15958   
15959   
15960   
15961   
15962   
15963    <p style="margin-bottom: 0cm;">Fixed bug in
15964BillboardSet::removeBillboard and getBillboard when indexing a
15965billboard in the latter part of the list </p>
15966
15967
15968
15969
15970
15971
15972
15973  </li>
15974
15975
15976
15977
15978
15979
15980
15981  <li>
15982   
15983   
15984   
15985   
15986   
15987   
15988    <p style="margin-bottom: 0cm;">XMLConverter now deals
15989with multiple texture coordinate sets properly </p>
15990
15991
15992
15993
15994
15995
15996
15997  </li>
15998
15999
16000
16001
16002
16003
16004
16005  <li>
16006   
16007   
16008   
16009   
16010   
16011   
16012    <p style="margin-bottom: 0cm;">Fixed minor issue in
16013StringConverter's quaternion handling </p>
16014
16015
16016
16017
16018
16019
16020
16021  </li>
16022
16023
16024
16025
16026
16027
16028
16029  <li>
16030   
16031   
16032   
16033   
16034   
16035   
16036    <p style="margin-bottom: 0cm;">NatureSceneManager now
16037clears down terrain data properly </p>
16038
16039
16040
16041
16042
16043
16044
16045  </li>
16046
16047
16048
16049
16050
16051
16052
16053  <li>
16054   
16055   
16056   
16057   
16058   
16059   
16060    <p>New option in ConfigFile to turn off trimming of values,
16061used in loading ogre.cfg since some ATI drivers have a trailing space</p>
16062
16063
16064
16065
16066
16067
16068
16069  </li>
16070
16071
16072
16073
16074
16075
16076
16077</ul>
16078
16079
16080
16081
16082
16083
16084
16085<p class="mainheader" align="left">v0.12.0 (23
16086September 2003) - Major
16087Release </p>
16088
16089
16090
16091
16092
16093
16094
16095<p align="left">Changes since 0.11.0:</p>
16096
16097
16098
16099
16100
16101
16102
16103<ul>
16104
16105
16106
16107
16108
16109
16110
16111  <li>
16112   
16113   
16114   
16115   
16116   
16117   
16118    <p style="margin-bottom: 0cm;">Complete overhaul of
16119core geometry usage resulting in optimised use of hardware vertex and
16120index buffers, providing significant speed boosts on all cards,
16121typically of between 50 and 200% depending on the application. ATI
161229500+ cards on DirectX9 will see particularly large increases (often
16123five-fold) due to their particular affinity to this approach. </p>
16124
16125
16126
16127
16128
16129
16130
16131  </li>
16132
16133
16134
16135
16136
16137
16138
16139  <li>
16140   
16141   
16142   
16143   
16144   
16145   
16146    <p style="margin-bottom: 0cm;">Geometry structures
16147redesigned to support the above and also to provide the basis for
16148vertex and pixel shaders. This will not affect you unless you
16149manipulated geometry structures such as the old GeometryData directly -
16150those who did <a href="vbo-update/index.html">should read
16151about the details of the changes</a>. </p>
16152
16153
16154
16155
16156
16157
16158
16159  </li>
16160
16161
16162
16163
16164
16165
16166
16167  <li>
16168   
16169   
16170   
16171   
16172   
16173   
16174    <p style="margin-bottom: 0cm;">Transparent materials
16175no longer assume that depth writing needs to be off, this setting was
16176causing some problems with those using alpha blending. Those of you
16177using transparent materials which do need depth writing to be turned
16178off will need to set it in your material scripts </p>
16179
16180
16181
16182
16183
16184
16185
16186  </li>
16187
16188
16189
16190
16191
16192
16193
16194  <li>
16195   
16196   
16197   
16198   
16199   
16200   
16201    <p style="margin-bottom: 0cm;">DirectX 8 rendersystem
16202retired, the current DirectX rendersystem is now DirectX9, with legacy
16203cards supported through the DirectX7 rendersystem or OpenGL </p>
16204
16205
16206
16207
16208
16209
16210
16211  </li>
16212
16213
16214
16215
16216
16217
16218
16219  <li>
16220   
16221   
16222   
16223   
16224   
16225   
16226    <p style="margin-bottom: 0cm;">Support for cubic
16227textures and cubic reflection mapping added </p>
16228
16229
16230
16231
16232
16233
16234
16235  </li>
16236
16237
16238
16239
16240
16241
16242
16243  <li>
16244   
16245   
16246   
16247   
16248   
16249   
16250    <p style="margin-bottom: 0cm;">Support for DOT3 bump
16251mapping added </p>
16252
16253
16254
16255
16256
16257
16258
16259  </li>
16260
16261
16262
16263
16264
16265
16266
16267  <li>
16268   
16269   
16270   
16271   
16272   
16273   
16274    <p style="margin-bottom: 0cm;">Significant speed
16275improvements on rebuilding bezier patch surfaces, changing detail level
16276is now a lot faster </p>
16277
16278
16279
16280
16281
16282
16283
16284  </li>
16285
16286
16287
16288
16289
16290
16291
16292  <li>
16293   
16294   
16295   
16296   
16297   
16298   
16299    <p style="margin-bottom: 0cm;">Binary .mesh format
16300updated - please run 'OgreMeshUpgrade' (from Tools/MeshUpgrader) on
16301your old meshes, they may not work properly unless you do this </p>
16302
16303
16304
16305
16306
16307
16308
16309  </li>
16310
16311
16312
16313
16314
16315
16316
16317  <li>
16318   
16319   
16320   
16321   
16322   
16323   
16324    <p style="margin-bottom: 0cm;">OgreXmlConverter now
16325includes parameters to allow you to generate LODs as you convert </p>
16326
16327
16328
16329
16330
16331
16332
16333  </li>
16334
16335
16336
16337
16338
16339
16340
16341  <li>
16342   
16343   
16344   
16345   
16346   
16347   
16348    <p style="margin-bottom: 0cm;">Mesh serializer now
16349rationalises bone assignments so that only 4 are included per vertex </p>
16350
16351
16352
16353
16354
16355
16356
16357  </li>
16358
16359
16360
16361
16362
16363
16364
16365  <li>
16366   
16367   
16368   
16369   
16370   
16371   
16372    <p style="margin-bottom: 0cm;">DTDs for .mesh.xml and
16373.skeleton.xml added </p>
16374
16375
16376
16377
16378
16379
16380
16381  </li>
16382
16383
16384
16385
16386
16387
16388
16389  <li>
16390   
16391   
16392   
16393   
16394   
16395   
16396    <p style="margin-bottom: 0cm;">Added Gtk platform
16397manager with support for ogre as a Gtk/GL widget </p>
16398
16399
16400
16401
16402
16403
16404
16405  </li>
16406
16407
16408
16409
16410
16411
16412
16413  <li>
16414   
16415   
16416   
16417   
16418   
16419   
16420    <p style="margin-bottom: 0cm;">3D Studio Exporter now
16421supports IK and Biped </p>
16422
16423
16424
16425
16426
16427
16428
16429  </li>
16430
16431
16432
16433
16434
16435
16436
16437  <li>
16438   
16439   
16440   
16441   
16442   
16443   
16444    <p style="margin-bottom: 0cm;">Lightwave converter
16445added </p>
16446
16447
16448
16449
16450
16451
16452
16453  </li>
16454
16455
16456
16457
16458
16459
16460
16461  <li>
16462   
16463   
16464   
16465   
16466   
16467   
16468    <p style="margin-bottom: 0cm;">Wings3D converter added
16469    </p>
16470
16471
16472
16473
16474
16475
16476
16477  </li>
16478
16479
16480
16481
16482
16483
16484
16485  <li>
16486   
16487   
16488   
16489   
16490   
16491   
16492    <p style="margin-bottom: 0cm;">Memory leaks with
16493controllers removed </p>
16494
16495
16496
16497
16498
16499
16500
16501  </li>
16502
16503
16504
16505
16506
16507
16508
16509  <li>
16510   
16511   
16512   
16513   
16514   
16515   
16516    <p style="margin-bottom: 0cm;">Visual real-time
16517profiling tool added </p>
16518
16519
16520
16521
16522
16523
16524
16525  </li>
16526
16527
16528
16529
16530
16531
16532
16533  <li>
16534   
16535   
16536   
16537   
16538   
16539   
16540    <p>Many bugfixes and minor enhancements </p>
16541
16542
16543
16544
16545
16546
16547
16548  </li>
16549
16550
16551
16552
16553
16554
16555
16556</ul>
16557
16558
16559
16560
16561
16562
16563
16564<p class="mainheader" align="left">v0.11.0 (18 June
165652003)</p>
16566
16567
16568
16569
16570
16571
16572
16573<p align="left">Changes since 0.10.0:</p>
16574
16575
16576
16577
16578
16579
16580
16581<ul>
16582
16583
16584
16585
16586
16587
16588
16589  <li>
16590   
16591   
16592   
16593   
16594   
16595   
16596    <p style="margin-bottom: 0cm;">SceneQuery introduced;
16597a generic way to query the SceneManager database of objects and world
16598geometry in a way which is optimised per scene management technique but
16599transparent for the client application. Currently only
16600IntersectionSceneQuery is implemented but RaySceneQuery,
16601SphereSceneQuery and others will soon be available too </p>
16602
16603
16604
16605
16606
16607
16608
16609  </li>
16610
16611
16612
16613
16614
16615
16616
16617  <li>
16618   
16619   
16620   
16621   
16622   
16623   
16624    <p style="margin-bottom: 0cm;">ReferenceApplication
16625introduced; this is a new library which sits on top of the main OGRE
16626library in order to provide a reference implementation of combining
16627OGRE with other libraries for use in a full application. Currently
16628combines OGRE and ODE to provide an easy to use collision and realistic
16629physics system, utilising the new SceneQuery functions for generic
16630collision detection. Object to object collision is currently supported,
16631together this object to world collision for the BspSceneManager (ie
16632collision against Quake3 levels), see the BspCollision demo for an
16633example. Per-object friction, bounciness and mass parameters are all
16634definable, also most of the ODE joint types ie ball, hinge, hinge2,
16635universal. World collision for the terrain managers will be added
16636shortly. </p>
16637
16638
16639
16640
16641
16642
16643
16644  </li>
16645
16646
16647
16648
16649
16650
16651
16652  <li>
16653   
16654   
16655   
16656   
16657   
16658   
16659    <p style="margin-bottom: 0cm;">Many structural
16660enhancements to the GLRenderSystem, including an extension manager,
16661separation of window creation etc into a GLSupport class (to enable
16662platform specific window management). Win32GLSupport added so Win32 no
16663longer uses SDL for window management. </p>
16664
16665
16666
16667
16668
16669
16670
16671  </li>
16672
16673
16674
16675
16676
16677
16678
16679  <li>
16680   
16681   
16682   
16683   
16684   
16685   
16686    <p style="margin-bottom: 0cm;">Hardware mipmap
16687generation supported in GL 1.3+ </p>
16688
16689
16690
16691
16692
16693
16694
16695  </li>
16696
16697
16698
16699
16700
16701
16702
16703  <li>
16704   
16705   
16706   
16707   
16708   
16709   
16710    <p style="margin-bottom: 0cm;">New demos: BspCollision
16711and Demo_Water </p>
16712
16713
16714
16715
16716
16717
16718
16719  </li>
16720
16721
16722
16723
16724
16725
16726
16727  <li>
16728   
16729   
16730   
16731   
16732   
16733   
16734    <p style="margin-bottom: 0cm;">RenderTargetListener
16735now supports pre and post Viewport update events </p>
16736
16737
16738
16739
16740
16741
16742
16743  </li>
16744
16745
16746
16747
16748
16749
16750
16751  <li>
16752   
16753   
16754   
16755   
16756   
16757   
16758    <p style="margin-bottom: 0cm;">RenderSystem now
16759supports anisotropic texture filtering and dot3 texture operations </p>
16760
16761
16762
16763
16764
16765
16766
16767  </li>
16768
16769
16770
16771
16772
16773
16774
16775  <li>
16776   
16777   
16778   
16779   
16780   
16781   
16782    <p style="margin-bottom: 0cm;">Significant updates to
16783the 3D Studio Max exporter, now very mature </p>
16784
16785
16786
16787
16788
16789
16790
16791  </li>
16792
16793
16794
16795
16796
16797
16798
16799  <li>
16800   
16801   
16802   
16803   
16804   
16805   
16806    <p style="margin-bottom: 0cm;">Added 3 more basic mesh
16807exporters / converters: Maya, Wings3D and VRML 97 </p>
16808
16809
16810
16811
16812
16813
16814
16815  </li>
16816
16817
16818
16819
16820
16821
16822
16823  <li>
16824   
16825   
16826   
16827   
16828   
16829   
16830    <p style="margin-bottom: 0cm;">Attaching objects to a
16831skeleton: any MovableObject (entities, particle systems etc) can now be
16832attached to any bone on an entity, and will move correctly with the
16833animation </p>
16834
16835
16836
16837
16838
16839
16840
16841  </li>
16842
16843
16844
16845
16846
16847
16848
16849  <li>
16850   
16851   
16852   
16853   
16854   
16855   
16856    <p style="margin-bottom: 0cm;">XMLConverter can now
16857generate / update LOD information for meshes too </p>
16858
16859
16860
16861
16862
16863
16864
16865  </li>
16866
16867
16868
16869
16870
16871
16872
16873  <li>
16874   
16875   
16876   
16877   
16878   
16879   
16880    <p style="margin-bottom: 0cm;">Bones can now be
16881manually controlled in combination with animation tracks much more
16882easily, allowing you to do things like tilt a characters head toward a
16883target while playing other animations, make a character bend at the
16884waist etc. </p>
16885
16886
16887
16888
16889
16890
16891
16892  </li>
16893
16894
16895
16896
16897
16898
16899
16900  <li>
16901   
16902   
16903   
16904   
16905   
16906   
16907    <p style="margin-bottom: 0cm;">New particle affectors:
16908ScaleAffector (particle resizing) and ColourFaderAffector2 (dual-state
16909colour affector which changes behaviour based on a particle's TTL) </p>
16910
16911
16912
16913
16914
16915
16916
16917  </li>
16918
16919
16920
16921
16922
16923
16924
16925  <li>
16926   
16927   
16928   
16929   
16930   
16931   
16932    <p style="margin-bottom: 0cm;">Alternative terrain
16933engine added (NatureSceneManager), supports paging and very large areas
16934    </p>
16935
16936
16937
16938
16939
16940
16941
16942  </li>
16943
16944
16945
16946
16947
16948
16949
16950  <li>
16951   
16952   
16953   
16954   
16955   
16956   
16957    <p style="margin-bottom: 0cm;">Significant speed
16958enhancements to Node, in particular skeletal animation is now many
16959times faster for large skeletons </p>
16960
16961
16962
16963
16964
16965
16966
16967  </li>
16968
16969
16970
16971
16972
16973
16974
16975  <li>
16976   
16977   
16978   
16979   
16980   
16981   
16982    <p style="margin-bottom: 0cm;">Interface breaking
16983change since 0.10.0: SceneNode::createChild now returns a Node* rather
16984than a SceneNode*, you will have to cast it. This was to resolve
16985virtualisation problems </p>
16986
16987
16988
16989
16990
16991
16992
16993  </li>
16994
16995
16996
16997
16998
16999
17000
17001  <li>
17002   
17003   
17004   
17005   
17006   
17007   
17008    <p style="margin-bottom: 0cm;">Platform-specific Timer
17009classes and general timing improvements mean that accuracy and
17010consistency is much better </p>
17011
17012
17013
17014
17015
17016
17017
17018  </li>
17019
17020
17021
17022
17023
17024
17025
17026  <li>
17027   
17028   
17029   
17030   
17031   
17032   
17033    <p style="margin-bottom: 0cm;">Rendering to texture
17034now supported in GL as well as D3D </p>
17035
17036
17037
17038
17039
17040
17041
17042  </li>
17043
17044
17045
17046
17047
17048
17049
17050  <li>
17051   
17052   
17053   
17054   
17055   
17056   
17057    <p style="margin-bottom: 0cm;">SDLRenderSystem renamed
17058to GLRenderSystem </p>
17059
17060
17061
17062
17063
17064
17065
17066  </li>
17067
17068
17069
17070
17071
17072
17073
17074  <li>
17075   
17076   
17077   
17078   
17079   
17080   
17081    <p style="margin-bottom: 0cm;">Python support
17082resurrected, Linux only for now due to Boost problems with VC </p>
17083
17084
17085
17086
17087
17088
17089
17090  </li>
17091
17092
17093
17094
17095
17096
17097
17098  <li>
17099   
17100   
17101   
17102   
17103   
17104   
17105    <p style="margin-bottom: 0cm;">Gui enhancements,
17106including pop up menus and scrollable text areas and being able to
17107#include in .overlay files to reuse definitions (NB: the event and gui
17108classes will shortly be moved into a separate plugin) </p>
17109
17110
17111
17112
17113
17114
17115
17116  </li>
17117
17118
17119
17120
17121
17122
17123
17124  <li>
17125   
17126   
17127   
17128   
17129   
17130   
17131    <p style="margin-bottom: 0cm;">Added ability to switch
17132between buffered and unbuffered input on demand </p>
17133
17134
17135
17136
17137
17138
17139
17140  </li>
17141
17142
17143
17144
17145
17146
17147
17148  <li>
17149   
17150   
17151   
17152   
17153   
17154   
17155    <p style="margin-bottom: 0cm;">VC++.Net 2003 support
17156added </p>
17157
17158
17159
17160
17161
17162
17163
17164  </li>
17165
17166
17167
17168
17169
17170
17171
17172  <li>
17173   
17174   
17175   
17176   
17177   
17178   
17179    <p style="margin-bottom: 0cm;">MaterialSerializer for
17180writing .material scripts from an in-memory version </p>
17181
17182
17183
17184
17185
17186
17187
17188  </li>
17189
17190
17191
17192
17193
17194
17195
17196  <li>
17197   
17198   
17199   
17200   
17201   
17202   
17203    <p>Many bugfixes, including the removal of all remaining
17204memory leaks </p>
17205
17206
17207
17208
17209
17210
17211
17212  </li>
17213
17214
17215
17216
17217
17218
17219
17220</ul>
17221
17222
17223
17224
17225
17226
17227
17228<p class="mainheader" align="left">v0.10.0 (28 Feb
172292003)</p>
17230
17231
17232
17233
17234
17235
17236
17237<p align="left">Changes since 0.9.7:</p>
17238
17239
17240
17241
17242
17243
17244
17245<ul>
17246
17247
17248
17249
17250
17251
17252
17253  <li>
17254   
17255   
17256   
17257   
17258   
17259   
17260    <p style="margin-bottom: 0cm;">Major speed increases
17261for large scenes. Scenes with more than 1500 objects are now feasible
17262at high frame rates. </p>
17263
17264
17265
17266
17267
17268
17269
17270  </li>
17271
17272
17273
17274
17275
17276
17277
17278  <li>
17279   
17280   
17281   
17282   
17283   
17284   
17285    <p style="margin-bottom: 0cm;">3D Studio Max 4 / 5
17286script for exporting meshes and skeletons to XML (which can then be
17287converted to binary using XMLConverter) </p>
17288
17289
17290
17291
17292
17293
17294
17295  </li>
17296
17297
17298
17299
17300
17301
17302
17303  <li>
17304   
17305   
17306   
17307   
17308   
17309   
17310    <p style="margin-bottom: 0cm;">Major updates to the
17311Python bindings </p>
17312
17313
17314
17315
17316
17317
17318
17319  </li>
17320
17321
17322
17323
17324
17325
17326
17327  <li>
17328   
17329   
17330   
17331   
17332   
17333   
17334    <p style="margin-bottom: 0cm;">Added UserDefinedObject
17335to allow references back to external app objects from OGRE objects </p>
17336
17337
17338
17339
17340
17341
17342
17343  </li>
17344
17345
17346
17347
17348
17349
17350
17351  <li>
17352   
17353   
17354   
17355   
17356   
17357   
17358    <p style="margin-bottom: 0cm;">Experimental Direct3D 9
17359Render System </p>
17360
17361
17362
17363
17364
17365
17366
17367  </li>
17368
17369
17370
17371
17372
17373
17374
17375  <li>
17376   
17377   
17378   
17379   
17380   
17381   
17382    <p style="margin-bottom: 0cm;">Skeletal animation now
17383supports additive blending of multiple animations as well as average
17384blending </p>
17385
17386
17387
17388
17389
17390
17391
17392  </li>
17393
17394
17395
17396
17397
17398
17399
17400  <li>
17401   
17402   
17403   
17404   
17405   
17406   
17407    <p>Bugfixes &amp; small feature enhancements </p>
17408
17409
17410
17411
17412
17413
17414
17415  </li>
17416
17417
17418
17419
17420
17421
17422
17423</ul>
17424
17425
17426
17427
17428
17429
17430
17431<p class="mainheader" align="left">v0.9.7 (26
17432January 2003)</p>
17433
17434
17435
17436
17437
17438
17439
17440<p align="left">Changes since 0.99f:</p>
17441
17442
17443
17444
17445
17446
17447
17448<ul>
17449
17450
17451
17452
17453
17454
17455
17456  <li>
17457   
17458   
17459   
17460   
17461   
17462   
17463    <p style="margin-bottom: 0cm;">Mac OSX support added </p>
17464
17465
17466
17467
17468
17469
17470
17471  </li>
17472
17473
17474
17475
17476
17477
17478
17479  <li>
17480   
17481   
17482   
17483   
17484   
17485   
17486    <p style="margin-bottom: 0cm;">Mesh LOD support: both
17487automatic algorithmic detail reduction, and manual LOD assignment </p>
17488
17489
17490
17491
17492
17493
17494
17495  </li>
17496
17497
17498
17499
17500
17501
17502
17503  <li>
17504   
17505   
17506   
17507   
17508   
17509   
17510    <p style="margin-bottom: 0cm;">Milkshape exporter
17511extended to support generation of LODs </p>
17512
17513
17514
17515
17516
17517
17518
17519  </li>
17520
17521
17522
17523
17524
17525
17526
17527  <li>
17528   
17529   
17530   
17531   
17532   
17533   
17534    <p style="margin-bottom: 0cm;">Rendering to a texture
17535(supported in Direct3D only for now, GL support to follow) </p>
17536
17537
17538
17539
17540
17541
17542
17543  </li>
17544
17545
17546
17547
17548
17549
17550
17551  <li>
17552   
17553   
17554   
17555   
17556   
17557   
17558    <p style="margin-bottom: 0cm;">Screenshot support </p>
17559
17560
17561
17562
17563
17564
17565
17566  </li>
17567
17568
17569
17570
17571
17572
17573
17574  <li>
17575   
17576   
17577   
17578   
17579   
17580   
17581    <p style="margin-bottom: 0cm;">DevIL now used for
17582image loading / saving </p>
17583
17584
17585
17586
17587
17588
17589
17590  </li>
17591
17592
17593
17594
17595
17596
17597
17598  <li>
17599   
17600   
17601   
17602   
17603   
17604   
17605    <p style="margin-bottom: 0cm;">Blender export script </p>
17606
17607
17608
17609
17610
17611
17612
17613  </li>
17614
17615
17616
17617
17618
17619
17620
17621  <li>
17622   
17623   
17624   
17625   
17626   
17627   
17628    <p style="margin-bottom: 0cm;">Initial GUI support and
17629buffered input support </p>
17630
17631
17632
17633
17634
17635
17636
17637  </li>
17638
17639
17640
17641
17642
17643
17644
17645  <li>
17646   
17647   
17648   
17649   
17650   
17651   
17652    <p style="margin-bottom: 0cm;">Updates to the Python
17653exports </p>
17654
17655
17656
17657
17658
17659
17660
17661  </li>
17662
17663
17664
17665
17666
17667
17668
17669  <li>
17670   
17671   
17672   
17673   
17674   
17675   
17676    <p style="margin-bottom: 0cm;">A few vector /
17677quaternion optimisations </p>
17678
17679
17680
17681
17682
17683
17684
17685  </li>
17686
17687
17688
17689
17690
17691
17692
17693  <li>
17694   
17695   
17696   
17697   
17698   
17699   
17700    <p style="margin-bottom: 0cm;">Linux / Mac 'install'
17701target paths rationalised </p>
17702
17703
17704
17705
17706
17707
17708
17709  </li>
17710
17711
17712
17713
17714
17715
17716
17717  <li>
17718   
17719   
17720   
17721   
17722   
17723   
17724    <p style="margin-bottom: 0cm;">Bugfixes (including GL
17725lighting and texture effect problems, many memory leaks fixed) </p>
17726
17727
17728
17729
17730
17731
17732
17733  </li>
17734
17735
17736
17737
17738
17739
17740
17741  <li>
17742   
17743   
17744   
17745   
17746   
17747   
17748    <p>Version numbering change (to more standard format) </p>
17749
17750
17751
17752
17753
17754
17755
17756  </li>
17757
17758
17759
17760
17761
17762
17763
17764</ul>
17765
17766
17767
17768
17769
17770
17771
17772<p class="mainheader" align="left">v0.99f (1
17773December 2002)</p>
17774
17775
17776
17777
17778
17779
17780
17781<p align="left">Changes since 0.99e:</p>
17782
17783
17784
17785
17786
17787
17788
17789<ul>
17790
17791
17792
17793
17794
17795
17796
17797  <li>
17798   
17799   
17800   
17801   
17802   
17803   
17804    <p style="margin-bottom: 0cm;">Terrain rendering
17805through the OctreeSceneManager subclass TerrainSceneManager, including
17806detail texturing and vertex colouring options </p>
17807
17808
17809
17810
17811
17812
17813
17814  </li>
17815
17816
17817
17818
17819
17820
17821
17822  <li>
17823   
17824   
17825   
17826   
17827   
17828   
17829    <p style="margin-bottom: 0cm;">Overlays can now have
17830pixel metrics as well as relative metrics, and can be flexibly aligned </p>
17831
17832
17833
17834
17835
17836
17837
17838  </li>
17839
17840
17841
17842
17843
17844
17845
17846  <li>
17847   
17848   
17849   
17850   
17851   
17852   
17853    <p style="margin-bottom: 0cm;">New debug overlay </p>
17854
17855
17856
17857
17858
17859
17860
17861  </li>
17862
17863
17864
17865
17866
17867
17868
17869  <li>
17870   
17871   
17872   
17873   
17874   
17875   
17876    <p style="margin-bottom: 0cm;">Curved sky planes
17877(fog-friendly alternative to sky domes) </p>
17878
17879
17880
17881
17882
17883
17884
17885  </li>
17886
17887
17888
17889
17890
17891
17892
17893  <li>
17894   
17895   
17896   
17897   
17898   
17899   
17900    <p style="margin-bottom: 0cm;">Animation tracks can
17901now scale nodes as well as rotate and translate </p>
17902
17903
17904
17905
17906
17907
17908
17909  </li>
17910
17911
17912
17913
17914
17915
17916
17917  <li>
17918   
17919   
17920   
17921   
17922   
17923   
17924    <p style="margin-bottom: 0cm;">Depth bias now
17925available as a material option, for doing decals </p>
17926
17927
17928
17929
17930
17931
17932
17933  </li>
17934
17935
17936
17937
17938
17939
17940
17941  <li>
17942   
17943   
17944   
17945   
17946   
17947   
17948    <p style="margin-bottom: 0cm;">Stencil buffer
17949operations now supported </p>
17950
17951
17952
17953
17954
17955
17956
17957  </li>
17958
17959
17960
17961
17962
17963
17964
17965  <li>
17966   
17967   
17968   
17969   
17970   
17971   
17972    <p style="margin-bottom: 0cm;">RenderQueueListener
17973allows custom filters to be plugged in, compositing operations to be
17974performed </p>
17975
17976
17977
17978
17979
17980
17981
17982  </li>
17983
17984
17985
17986
17987
17988
17989
17990  <li>
17991   
17992   
17993   
17994   
17995   
17996   
17997    <p style="margin-bottom: 0cm;">New version of 3DSMax
17998exporter </p>
17999
18000
18001
18002
18003
18004
18005
18006  </li>
18007
18008
18009
18010
18011
18012
18013
18014  <li>
18015   
18016   
18017   
18018   
18019   
18020   
18021    <p>Many bugfixes (as usual) </p>
18022
18023
18024
18025
18026
18027
18028
18029  </li>
18030
18031
18032
18033
18034
18035
18036
18037</ul>
18038
18039
18040
18041
18042
18043
18044
18045<p class="mainheader" align="left">v0.99e (25
18046October 2002)</p>
18047
18048
18049
18050
18051
18052
18053
18054<p align="left">Changes since 0.99d:</p>
18055
18056
18057
18058
18059
18060
18061
18062<ul>
18063
18064
18065
18066
18067
18068
18069
18070  <li>
18071   
18072   
18073   
18074   
18075   
18076   
18077    <p style="margin-bottom: 0cm;">Overlay support (HUDs,
18078menus) </p>
18079
18080
18081
18082
18083
18084
18085
18086  </li>
18087
18088
18089
18090
18091
18092
18093
18094  <li>
18095   
18096   
18097   
18098   
18099   
18100   
18101    <p style="margin-bottom: 0cm;">Font rendering </p>
18102
18103
18104
18105
18106
18107
18108
18109  </li>
18110
18111
18112
18113
18114
18115
18116
18117  <li>
18118   
18119   
18120   
18121   
18122   
18123   
18124    <p style="margin-bottom: 0cm;">Octree scene manager
18125added </p>
18126
18127
18128
18129
18130
18131
18132
18133  </li>
18134
18135
18136
18137
18138
18139
18140
18141  <li>
18142   
18143   
18144   
18145   
18146   
18147   
18148    <p style="margin-bottom: 0cm;">XMLConverter allows
18149conversion of .mesh and .skeleton files to XML (XML to .mesh and
18150.skeleton is not finished yet) </p>
18151
18152
18153
18154
18155
18156
18157
18158  </li>
18159
18160
18161
18162
18163
18164
18165
18166  <li>
18167   
18168   
18169   
18170   
18171   
18172   
18173    <p style="margin-bottom: 0cm;">DirectX 8 render system
18174    </p>
18175
18176
18177
18178
18179
18180
18181
18182  </li>
18183
18184
18185
18186
18187
18188
18189
18190  <li>
18191   
18192   
18193   
18194   
18195   
18196   
18197    <p style="margin-bottom: 0cm;">Spline interpolation of
18198animation, both for skeletal animation and for animating any SceneNode </p>
18199
18200
18201
18202
18203
18204
18205
18206  </li>
18207
18208
18209
18210
18211
18212
18213
18214  <li>
18215   
18216   
18217   
18218   
18219   
18220   
18221    <p style="margin-bottom: 0cm;">Automatic camera
18222tracking, spline animations can be used to script smooth camera sweeps </p>
18223
18224
18225
18226
18227
18228
18229
18230  </li>
18231
18232
18233
18234
18235
18236
18237
18238  <li>
18239   
18240   
18241   
18242   
18243   
18244   
18245    <p>Many bugfixes </p>
18246
18247
18248
18249
18250
18251
18252
18253  </li>
18254
18255
18256
18257
18258
18259
18260
18261</ul>
18262
18263
18264
18265
18266
18267
18268
18269<p class="mainheader" align="left">v0.99d (5
18270September 2002)</p>
18271
18272
18273
18274
18275
18276
18277
18278<p class="maincontent" align="left">Changes since
182790.99c:</p>
18280
18281
18282
18283
18284
18285
18286
18287<ul>
18288
18289
18290
18291
18292
18293
18294
18295  <li>
18296   
18297   
18298   
18299   
18300   
18301   
18302    <p style="margin-bottom: 0cm;">Full Linux support! </p>
18303
18304
18305
18306
18307
18308
18309
18310  </li>
18311
18312
18313
18314
18315
18316
18317
18318  <li>
18319   
18320   
18321   
18322   
18323   
18324   
18325    <p style="margin-bottom: 0cm;">Debug memory manager
18326tracing memory leaks </p>
18327
18328
18329
18330
18331
18332
18333
18334  </li>
18335
18336
18337
18338
18339
18340
18341
18342  <li>
18343   
18344   
18345   
18346   
18347   
18348   
18349    <p style="margin-bottom: 0cm;">Generic animation
18350support via Animation, AnimationTrack and KeyFrame classes </p>
18351
18352
18353
18354
18355
18356
18357
18358  </li>
18359
18360
18361
18362
18363
18364
18365
18366  <li>
18367   
18368   
18369   
18370   
18371   
18372   
18373    <p style="margin-bottom: 0cm;">Skeletal animation on
18374meshes, including multiple bone assignments and animation blending </p>
18375
18376
18377
18378
18379
18380
18381
18382  </li>
18383
18384
18385
18386
18387
18388
18389
18390  <li>
18391   
18392   
18393   
18394   
18395   
18396   
18397    <p style="margin-bottom: 0cm;">Updated Milkshape
18398exporter, exports skeleton and animations, can split the combined
18399sequence into many separate animations </p>
18400
18401
18402
18403
18404
18405
18406
18407  </li>
18408
18409
18410
18411
18412
18413
18414
18415  <li>
18416   
18417   
18418   
18419   
18420   
18421   
18422    <p style="margin-bottom: 0cm;">Codec structure, used
18423for loading images more generically and can be used for general coding
18424/ decoding </p>
18425
18426
18427
18428
18429
18430
18431
18432  </li>
18433
18434
18435
18436
18437
18438
18439
18440  <li>
18441   
18442   
18443   
18444   
18445   
18446   
18447    <p style="margin-bottom: 0cm;">Many bugfixes </p>
18448
18449
18450
18451
18452
18453
18454
18455  </li>
18456
18457
18458
18459
18460
18461
18462
18463  <li>
18464   
18465   
18466   
18467   
18468   
18469   
18470    <p>New tutorials </p>
18471
18472
18473
18474
18475
18476
18477
18478  </li>
18479
18480
18481
18482
18483
18484
18485
18486</ul>
18487
18488
18489
18490
18491
18492
18493
18494<p class="mainheader" align="left">v0.99c (19 July
184952002)</p>
18496
18497
18498
18499
18500
18501
18502
18503<p align="left">Changes since 0.99b:</p>
18504
18505
18506
18507
18508
18509
18510
18511<blockquote>Enhancements:</blockquote>
18512
18513
18514
18515
18516
18517
18518
18519<ul>
18520
18521
18522
18523
18524
18525
18526
18527  <li>
18528   
18529   
18530   
18531   
18532   
18533   
18534    <blockquote style="margin-bottom: 0cm;">New
18535MeshSerializer class for importing / exporting mesh data, to be used as
18536the framework for all future modelling tool exporters </blockquote>
18537
18538
18539
18540
18541
18542
18543
18544  </li>
18545
18546
18547
18548
18549
18550
18551
18552  <li>
18553   
18554   
18555   
18556   
18557   
18558   
18559    <blockquote style="margin-bottom: 0cm;">Milkshape3D
18560exporter provided, which uses MeshSerializer to export to the new .mesh
18561file format. This replaces the 3ds2oof utility which along with the
18562.oof is now deprecated, although .oof models can still be loaded. In
18563this version the Milkshape exporter only exports static mesh data
18564without bones or animation. </blockquote>
18565
18566
18567
18568
18569
18570
18571
18572  </li>
18573
18574
18575
18576
18577
18578
18579
18580  <li>
18581   
18582   
18583   
18584   
18585   
18586   
18587    <blockquote style="margin-bottom: 0cm;">SceneNode now
18588supports scaling (uniform and non-uniform), including the option to
18589inherit parent scale or just use own </blockquote>
18590
18591
18592
18593
18594
18595
18596
18597  </li>
18598
18599
18600
18601
18602
18603
18604
18605  <li>
18606   
18607   
18608   
18609   
18610   
18611   
18612    <blockquote style="margin-bottom: 0cm;">Completely new
18613source code folder layout; should be more obvious than the old one. All
18614dependencies are now included in the code structure to avoid having to
18615distribute binary libraries </blockquote>
18616
18617
18618
18619
18620
18621
18622
18623  </li>
18624
18625
18626
18627
18628
18629
18630
18631  <li>
18632   
18633   
18634   
18635   
18636   
18637   
18638    <blockquote style="margin-bottom: 0cm;">Boost added to
18639the Dependencies area </blockquote>
18640
18641
18642
18643
18644
18645
18646
18647  </li>
18648
18649
18650
18651
18652
18653
18654
18655  <li>
18656   
18657   
18658   
18659   
18660   
18661   
18662    <blockquote>New tutorial added, kindly written by Nicholas
18663Green </blockquote>
18664
18665
18666
18667
18668
18669
18670
18671  </li>
18672
18673
18674
18675
18676
18677
18678
18679</ul>
18680
18681
18682
18683
18684
18685
18686
18687<blockquote>Work-in-progress:</blockquote>
18688
18689
18690
18691
18692
18693
18694
18695<ul>
18696
18697
18698
18699
18700
18701
18702
18703  <li>
18704   
18705   
18706   
18707   
18708   
18709   
18710    <blockquote style="margin-bottom: 0cm;">Linux
18711makefiles now present, buildable with gcc 3+ </blockquote>
18712
18713
18714
18715
18716
18717
18718
18719  </li>
18720
18721
18722
18723
18724
18725
18726
18727  <li>
18728   
18729   
18730   
18731   
18732   
18733   
18734    <blockquote style="margin-bottom: 0cm;">SDL / OpenGL
18735render system implementation provided, not totally complete yet but
18736almost there </blockquote>
18737
18738
18739
18740
18741
18742
18743
18744  </li>
18745
18746
18747
18748
18749
18750
18751
18752  <li>
18753   
18754   
18755   
18756   
18757   
18758   
18759    <blockquote>Skeletal animation classes (Animation,
18760AnimationTrack, KeyFrame, Skeleton, Bone) </blockquote>
18761
18762
18763
18764
18765
18766
18767
18768  </li>
18769
18770
18771
18772
18773
18774
18775
18776</ul>
18777
18778
18779
18780
18781
18782
18783
18784<blockquote>Bugfixes:</blockquote>
18785
18786
18787
18788
18789
18790
18791
18792<ul>
18793
18794
18795
18796
18797
18798
18799
18800  <li>
18801   
18802   
18803   
18804   
18805   
18806   
18807    <blockquote style="margin-bottom: 0cm;">Math::NEG_INFINITY
18808now correctly defined </blockquote>
18809
18810
18811
18812
18813
18814
18815
18816  </li>
18817
18818
18819
18820
18821
18822
18823
18824  <li>
18825   
18826   
18827   
18828   
18829   
18830   
18831    <blockquote style="margin-bottom: 0cm;">ColourValue
18832getAsLongARGB alpha bug fixed </blockquote>
18833
18834
18835
18836
18837
18838
18839
18840  </li>
18841
18842
18843
18844
18845
18846
18847
18848  <li>
18849   
18850   
18851   
18852   
18853   
18854   
18855    <blockquote>Problems with camera positioning &amp; lookat
18856behaviour when attached to a SceneNode fixed </blockquote>
18857
18858
18859
18860
18861
18862
18863
18864  </li>
18865
18866
18867
18868
18869
18870
18871
18872</ul>
18873
18874
18875
18876
18877
18878
18879
18880<p class="mainheader" align="left">v0.99b (9 June
188812002)</p>
18882
18883
18884
18885
18886
18887
18888
18889<p align="left">Changes since 0.98b:</p>
18890
18891
18892
18893
18894
18895
18896
18897<blockquote>Enhancements:</blockquote>
18898
18899
18900
18901
18902
18903
18904
18905<ul>
18906
18907
18908
18909
18910
18911
18912
18913  <li>
18914   
18915   
18916   
18917   
18918   
18919   
18920    <blockquote style="margin-bottom: 0cm;">Particle
18921systems implemented, including customisable emitters / affectors
18922through the use of plugins, defining particle system templates through
18923text scripts for easy modification, flexible culling options, flat and
18924oriented billboards for point or directional particles, fast-forwarding
18925of systems to avoid obvious particle system startup, force application,
18926randomised colours &amp; emission angles, randomised velocities and
18927lifetimes and much more. </blockquote>
18928
18929
18930
18931
18932
18933
18934
18935  </li>
18936
18937
18938
18939
18940
18941
18942
18943  <li>
18944   
18945   
18946   
18947   
18948   
18949   
18950    <blockquote style="margin-bottom: 0cm;">Billboarding
18951support (used by particle systems, but can also be used on their own to
18952create backgrounds, static light flares etc) </blockquote>
18953
18954
18955
18956
18957
18958
18959
18960  </li>
18961
18962
18963
18964
18965
18966
18967
18968  <li>
18969   
18970   
18971   
18972   
18973   
18974   
18975    <blockquote style="margin-bottom: 0cm;">Now builds
18976under VC.Net (VC7), .sln and .vcproj files are now included in the
18977distribution </blockquote>
18978
18979
18980
18981
18982
18983
18984
18985  </li>
18986
18987
18988
18989
18990
18991
18992
18993  <li>
18994   
18995   
18996   
18997   
18998   
18999   
19000    <blockquote style="margin-bottom: 0cm;">Zip archives
19001now cache a file index for more efficient retrieval </blockquote>
19002
19003
19004
19005
19006
19007
19008
19009  </li>
19010
19011
19012
19013
19014
19015
19016
19017  <li>
19018   
19019   
19020   
19021   
19022   
19023   
19024    <blockquote>StringInterface base class and helper classes
19025like ParamCommand and StringConverter now available to make scriptable
19026classes easier to create </blockquote>
19027
19028
19029
19030
19031
19032
19033
19034  </li>
19035
19036
19037
19038
19039
19040
19041
19042</ul>
19043
19044
19045
19046
19047
19048
19049
19050<blockquote>Bugfixes:</blockquote>
19051
19052
19053
19054
19055
19056
19057
19058<ul>
19059
19060
19061
19062
19063
19064
19065
19066  <li>
19067   
19068   
19069   
19070   
19071   
19072   
19073    <blockquote style="margin-bottom: 0cm;">Several bugs
19074in 3DS2OOF 3D Studio converter fixed, such as exported files including
19075camera &amp; lights (these are now ignored), objects with missing
19076SmoothGroups, and issue with merging multiple objects </blockquote>
19077
19078
19079
19080
19081
19082
19083
19084  </li>
19085
19086
19087
19088
19089
19090
19091
19092  <li>
19093   
19094   
19095   
19096   
19097   
19098   
19099    <blockquote style="margin-bottom: 0cm;">Environment
19100mapping bug which caused incorrect wrapping is now fixed </blockquote>
19101
19102
19103
19104
19105
19106
19107
19108  </li>
19109
19110
19111
19112
19113
19114
19115
19116  <li>
19117   
19118   
19119   
19120   
19121   
19122   
19123    <blockquote style="margin-bottom: 0cm;">All container
19124'wrappers' have now been replaced with the original STL class since we
19125are now using STLport and don't have the dll boundary problems present
19126in theMicrosoft STL implementation </blockquote>
19127
19128
19129
19130
19131
19132
19133
19134  </li>
19135
19136
19137
19138
19139
19140
19141
19142  <li>
19143   
19144   
19145   
19146   
19147   
19148   
19149    <blockquote>SceneNodes now derive their orientation &amp;
19150position on demand if they are out of date </blockquote>
19151
19152
19153
19154
19155
19156
19157
19158  </li>
19159
19160
19161
19162
19163
19164
19165
19166</ul>
19167
19168
19169
19170
19171
19172
19173
19174<p class="mainheader" align="left">v0.98b (29 March
191752002)</p>
19176
19177
19178
19179
19180
19181
19182
19183<p align="left">Changes since 0.97e:</p>
19184
19185
19186
19187
19188
19189
19190
19191<ul>
19192
19193
19194
19195
19196
19197
19198
19199  <li>
19200   
19201   
19202   
19203   
19204   
19205   
19206    <p style="margin-bottom: 0cm;">Material scripts. All
19207materials can now be specified in .material files, which are loaded at
19208startup and can be altered without recompiling your application. Tweak
19209to your hearts content! See the material scripting section in the
19210Tutorials for more information. </p>
19211
19212
19213
19214
19215
19216
19217
19218  </li>
19219
19220
19221
19222
19223
19224
19225
19226  <li>
19227   
19228   
19229   
19230   
19231   
19232   
19233    <p style="margin-bottom: 0cm;">Landscape rendering - a
19234ROAM scene manager example implementation is now included in the
19235distribution, together with an example demo. Whilst the ROAM approach
19236will not be developed further due to it's relatively high CPU overhead,
19237it serves as an example of how vastly different scene managers can be
19238plugged into Ogre. </p>
19239
19240
19241
19242
19243
19244
19245
19246  </li>
19247
19248
19249
19250
19251
19252
19253
19254  <li>
19255   
19256   
19257   
19258   
19259   
19260   
19261    <p style="margin-bottom: 0cm;">Billboarding.
19262Billboards can now be used to create special effects. Particle systems
19263using this facility are under development. </p>
19264
19265
19266
19267
19268
19269
19270
19271  </li>
19272
19273
19274
19275
19276
19277
19278
19279  <li>
19280   
19281   
19282   
19283   
19284   
19285   
19286    <p style="margin-bottom: 0cm;">Better culling on the
19287standard scene manager. The standard non-scene-specific scene manager
19288now hierarchically culls movables based on their bounding boxes. A
19289triangle counter monitors culling performance. </p>
19290
19291
19292
19293
19294
19295
19296
19297  </li>
19298
19299
19300
19301
19302
19303
19304
19305  <li>
19306   
19307   
19308   
19309   
19310   
19311   
19312    <p style="margin-bottom: 0cm;">Refactored the methods
19313called in the main rendering loop in SceneManager to allow subclasses
19314to modify the behaviour more easily without having to duplicate code. </p>
19315
19316
19317
19318
19319
19320
19321
19322  </li>
19323
19324
19325
19326
19327
19328
19329
19330  <li>
19331   
19332   
19333   
19334   
19335   
19336   
19337    <p>Better compliance with STL standards. Ogre is now built
19338using <a href="http://www.stlport.org/">STLport</a>
19339on both Windows and Linux, and this has necessitated a closer fit with
19340the STL standard rather than the Microsoft implementation. </p>
19341
19342
19343
19344
19345
19346
19347
19348  </li>
19349
19350
19351
19352
19353
19354
19355
19356</ul>
19357
19358
19359
19360
19361
19362
19363
19364<p>&nbsp;</p>
19365
19366
19367
19368
19369
19370
19371
19372<p class="mainheader" align="left">v0.97e (16 Feb
193732002)</p>
19374
19375
19376
19377
19378
19379
19380
19381<p>Changes since 0.97b:</p>
19382
19383
19384
19385
19386
19387
19388
19389<ul>
19390
19391
19392
19393
19394
19395
19396
19397  <li>
19398   
19399   
19400   
19401   
19402   
19403   
19404    <p style="margin-bottom: 0cm;">Archive driver system
19405is in! Say bye-bye to the Ogre::Archive class and welcome to
19406dynamically-loaded archive codecs! </p>
19407
19408
19409
19410
19411
19412
19413
19414  </li>
19415
19416
19417
19418
19419
19420
19421
19422  <li>
19423   
19424   
19425   
19426   
19427   
19428   
19429    <p style="margin-bottom: 0cm;">Two archive codecs are
19430provided: FileSystem codec (works like a normal directory) and Zip
19431Archive codec (works with Zip archives) </p>
19432
19433
19434
19435
19436
19437
19438
19439  </li>
19440
19441
19442
19443
19444
19445
19446
19447  <li>
19448   
19449   
19450   
19451   
19452   
19453   
19454    <p style="margin-bottom: 0cm;">Changed all examples
19455and the Indoor Engine to work with the new codecs </p>
19456
19457
19458
19459
19460
19461
19462
19463  </li>
19464
19465
19466
19467
19468
19469
19470
19471  <li>
19472   
19473   
19474   
19475   
19476   
19477   
19478    <p style="margin-bottom: 0cm;">Modified the way
19479ResourceManager::_findResourceData returns data: now it takes a pointer
19480to a DataChunk and fills the pointed object with all the data, thus
19481avoiding unnecesary memory copying (and eventually fragmentation) </p>
19482
19483
19484
19485
19486
19487
19488
19489  </li>
19490
19491
19492
19493
19494
19495
19496
19497  <li>
19498   
19499   
19500   
19501   
19502   
19503   
19504    <p style="margin-bottom: 0cm;">Some cosmetic changes
19505to the way plug-ins are loaded - no need to specify the extension of
19506the plug-in anymore, and it is registered as given in the Plugins.cfg
19507file. This is because we don't want to load a Dll two times - the first
19508time as [PluginPath]\PluginName.dll and the second time as plain
19509PluginName </p>
19510
19511
19512
19513
19514
19515
19516
19517  </li>
19518
19519
19520
19521
19522
19523
19524
19525  <li>
19526   
19527   
19528   
19529   
19530   
19531   
19532    <p style="margin-bottom: 0cm;">Cosmetic changes in
19533projects and workspaces. They should give no error when compiling and
19534you shouldn't need to create the necessary directories yourselves </p>
19535
19536
19537
19538
19539
19540
19541
19542  </li>
19543
19544
19545
19546
19547
19548
19549
19550  <li>
19551   
19552   
19553   
19554   
19555   
19556   
19557    <p>The Resources folder has changed. The two .oof models and
19558their textures now reside in zip archives to reflect the usage of the
19559new Archive codecs. </p>
19560
19561
19562
19563
19564
19565
19566
19567  </li>
19568
19569
19570
19571
19572
19573
19574
19575</ul>
19576
19577
19578
19579
19580
19581
19582
19583<p class="mainheader" align="left">v0.97b (6 Feb
195842002)</p>
19585
19586
19587
19588
19589
19590
19591
19592<p align="left">Changes since 0.96b:</p>
19593
19594
19595
19596
19597
19598
19599
19600<ul>
19601
19602
19603
19604
19605
19606
19607
19608  <li>
19609   
19610   
19611   
19612   
19613   
19614   
19615    <p style="margin-bottom: 0cm;">Added some more
19616standard Controller objects to allow easy texture scrolling, rotating
19617and scaling. Added support for these to the Quake3 renderer . </p>
19618
19619
19620
19621
19622
19623
19624
19625  </li>
19626
19627
19628
19629
19630
19631
19632
19633  <li>
19634   
19635   
19636   
19637   
19638   
19639   
19640    <p style="margin-bottom: 0cm;">Wave-based controllers
19641allow texture modifications (among other things) to be based on wave
19642types rather than just constant effects </p>
19643
19644
19645
19646
19647
19648
19649
19650  </li>
19651
19652
19653
19654
19655
19656
19657
19658  <li>
19659   
19660   
19661   
19662   
19663   
19664   
19665    <p style="margin-bottom: 0cm;">Added more friendly
19666error dialog when an unhandled exception is thrown </p>
19667
19668
19669
19670
19671
19672
19673
19674  </li>
19675
19676
19677
19678
19679
19680
19681
19682  <li>
19683   
19684   
19685   
19686   
19687   
19688   
19689    <p style="margin-bottom: 0cm;">Fixed a couple of bugs
19690in the config dialog which causes crashes </p>
19691
19692
19693
19694
19695
19696
19697
19698  </li>
19699
19700
19701
19702
19703
19704
19705
19706  <li>
19707   
19708   
19709   
19710   
19711   
19712   
19713    <p>Fogging enabled - scene-wide or customised per material </p>
19714
19715
19716
19717
19718
19719
19720
19721  </li>
19722
19723
19724
19725
19726
19727
19728
19729</ul>
19730
19731
19732
19733
19734
19735
19736
19737<p align="left">&nbsp;</p>
19738
19739
19740
19741
19742
19743
19744
19745<p class="mainheader" align="left">v0.96b (6
19746January 2002)</p>
19747
19748
19749
19750
19751
19752
19753
19754<p align="left">I've changed this log a little to be more
19755concise
19756regarding changes made between snapshot versions. </p>
19757
19758
19759
19760
19761
19762
19763
19764<p align="left">Changes since 0.95b:</p>
19765
19766
19767
19768
19769
19770
19771
19772<ul>
19773
19774
19775
19776
19777
19778
19779
19780  <li>
19781   
19782   
19783   
19784   
19785   
19786   
19787    <p style="margin-bottom: 0cm;">Animated tetxure
19788support. Each texture layer can have multiple frames, with one being
19789active at a time. </p>
19790
19791
19792
19793
19794
19795
19796
19797  </li>
19798
19799
19800
19801
19802
19803
19804
19805  <li>
19806   
19807   
19808   
19809   
19810   
19811   
19812    <p style="margin-bottom: 0cm;">Controller
19813architecture. Controller allow object properties to be updated based on
19814other events or values whilst only loosely coupling the source and
19815destination objects together. In this version Controllers are used for
19816animating texture layers by setting the active texture frame based on a
19817frame timer object. </p>
19818
19819
19820
19821
19822
19823
19824
19825  </li>
19826
19827
19828
19829
19830
19831
19832
19833  <li>
19834   
19835   
19836   
19837   
19838   
19839   
19840    <p style="margin-bottom: 0cm;">Quake 3 .shader script
19841support. Animated textures, multilayer textures etc now being loaded
19842in. No scrolling, rotating or stretching effects yet though </p>
19843
19844
19845
19846
19847
19848
19849
19850  </li>
19851
19852
19853
19854
19855
19856
19857
19858  <li>
19859   
19860   
19861   
19862   
19863   
19864   
19865    <p style="margin-bottom: 0cm;">Skyplanes, skydomes and
19866skyboxes are now supported </p>
19867
19868
19869
19870
19871
19872
19873
19874  </li>
19875
19876
19877
19878
19879
19880
19881
19882  <li>
19883   
19884   
19885   
19886   
19887   
19888   
19889    <p style="margin-bottom: 0cm;">Major improvement in
19890rendering speed thanks to a far smarter render state management
19891approach. </p>
19892
19893
19894
19895
19896
19897
19898
19899  </li>
19900
19901
19902
19903
19904
19905
19906
19907  <li>
19908   
19909   
19910   
19911   
19912   
19913   
19914    <p>Transparent objects now always render correctly when in
19915front of solid objects. </p>
19916
19917
19918
19919
19920
19921
19922
19923  </li>
19924
19925
19926
19927
19928
19929
19930
19931</ul>
19932
19933
19934
19935
19936
19937
19938
19939<p class="mainheader" align="left">6 January 2002</p>
19940
19941
19942
19943
19944
19945
19946
19947<p align="left">Most bugs in shader parsing sorted out. A
19948few shader
19949effects are not supported yet, but most are there and look good.
19950Texture coordinate modifications are missing for the moment, but
19951environment mapping is in (albeit a little different from Q3A's
19952method - I chose to use cameraspace reflection vectors to produce the
19953effect because these are hardware accelerable, whilst Q3A's method of
19954using the vector from camera location to vertex is not), as are all
19955the shafts of light, animated flames etc.</p>
19956
19957
19958
19959
19960
19961
19962
19963<p align="left">No MD3 models are being rendered so there
19964are a few
19965blank spots in the level where a gargoyle, wall sconce etc should be.
19966I'm not going to implement this for now, I've proved the point I
19967wanted to prove which is that Ogre can handle this type of scene
19968well. It's just a few Q3-specific details which are missing which is
19969no big deal, I never set out to produce a working copy of Q3A.</p>
19970
19971
19972
19973
19974
19975
19976
19977<p align="left">I will be releasing another snapshot based
19978on this
19979codebase, and also will release binary demos of all the examples.</p>
19980
19981
19982
19983
19984
19985
19986
19987<p align="left">Next: texture coordinate modifications,
19988extensions to
19989the controller classes. Then particle systems. </p>
19990
19991
19992
19993
19994
19995
19996
19997<p class="mainheader" align="left">5 January 2002</p>
19998
19999
20000
20001
20002
20003
20004
20005<p align="left">Skydomes and skyboxes are in and working,
20006giving you 3
20007types of sky to play with. Skyboxes are for static, wrap-around
20008environment textures like space, whilst skydomes are like skyplanes,
20009but curved.</p>
20010
20011
20012
20013
20014
20015
20016
20017<p align="left">Quake3 shader script conversion is going
20018well, Ogre
20019loads in the .shader files and converts them to Material objects as
20020required, meaning that you can now see flames, shafts of light, TV
20021screens etc inside Ogre. Animated textures are being loaded but not
20022animated yet - I'm going to try and get animation working within a
20023nice generic OO controller framework if I can rather than bash out a
20024single-use approach.</p>
20025
20026
20027
20028
20029
20030
20031
20032<p align="left">One thing I've noticed now the sky is
20033being displayed
20034is there are 'sparklies' around the curved surfaces visible mostly
20035when there is a light-coloured sky. Damn. It appears the points
20036generated from the bezier patches don't quite match up with the
20037surrounding static geometry, meaning there are small gaps. This is a
20038TODO.</p>
20039
20040
20041
20042
20043
20044
20045
20046<p align="left">I still need to fix the odd crash point
20047and a few
20048shaders aren't being loaded properly. Also environment mapping needs
20049a bit of work since Quake3 bases them on camera position -&gt;
20050vertex
20051rather than camera eye vector -&gt; normal, which means they look
20052wrong. I should alos render the 'models' in the level i.e. geometry
20053that doesn't have lightmaps like gargoyles.</p>
20054
20055
20056
20057
20058
20059
20060
20061<p class="mainheader" align="left">27 December 2001</p>
20062
20063
20064
20065
20066
20067
20068
20069<p align="left">Skyplanes are now working. You can now
20070create a plane
20071which is at contant distance from the camera at and orientation for
20072use as a sky. I'll be moving on to skyboxes imminently which will
20073allow full wrap-around skies.</p>
20074
20075
20076
20077
20078
20079
20080
20081<p align="left">I have also totally revamped the example
20082code that is
20083included with the engine. Instead of the single TestApp project,
20084there is now an Examples folder with multiple projects under this
20085which demo each effect. I have also created an object-oriented
20086framework for the examples too, meaning they are now a lot better
20087structured and hopefully better to understand.</p>
20088
20089
20090
20091
20092
20093
20094
20095<p align="left">I also intend to release some binary demos
20096soon so
20097people can quickly see what the engine is capable of without having
20098to build from the source. The good news this week is that I just did
20099a Release build of the Quake3 level renderer, and it runs at a very
20100sweet 170fps in windowed mode on my Athlon 1Ghz and GeForce 2. In
20101fullscreen mode at 1024x768 at 32-bit colour it still manages between
2010250 and 80 fps. I'm very pleased indeed. I would like to tidy up some
20103of the missing textures before I do a binary release so I'll be
20104sorting out the skybox support and other texture effects first.</p>
20105
20106
20107
20108
20109
20110
20111
20112<p class="mainheader" align="left">24 December 2001</p>
20113
20114
20115
20116
20117
20118
20119
20120<p align="left">Refactored the entity rendering routines
20121in the base
20122SceneManager class to make them easier to reuse in subclasses.</p>
20123
20124
20125
20126
20127
20128
20129
20130<p align="left">Material class enhanced to contain all the
20131other render
20132settings such as depth buffer parameters, culling modes, texture
20133filtering etc. It is now possible to drive all the rendering settings
20134via the Material class now so that no calls are required to the
20135RenderSystem class. This makes the settings more intuitive to use,
20136and ensures that you can have different settings per object if you
20137want by assigning different materials, and the SceneManager controls
20138the changes to the rendering settings.</p>
20139
20140
20141
20142
20143
20144
20145
20146<p align="left">Major rewrite of SceneManager::setMaterial
20147and added
20148RenderSystem::_setTextureUnitSettings (used by the former) so that
20149only <b>changes</b> to the material settings are sent to
20150the
20151RenderSystem. This ensures that rendering state changes are minimised
20152and that custom settings are reset only when required. This has
20153improved the framerate across the board by about 50%. A further
20154optimisation which is still to be made is ordering the materials in
20155the render sequence to minimise the render state changes still
20156further, e.g. scheduling 2 materials that have the same layer 0
20157texture but different layer 1 textures next to each other.</p>
20158
20159
20160
20161
20162
20163
20164
20165<p align="left">Started adding sky plane and sky box
20166support to the
20167SceneManager class, but this is not yet functional.</p>
20168
20169
20170
20171
20172
20173
20174
20175<p align="left">Merry Xmas!</p>
20176
20177
20178
20179
20180
20181
20182
20183<p class="mainheader" align="left">4 December 2001</p>
20184
20185
20186
20187
20188
20189
20190
20191<p align="left">General Bezier Patch support through the
20192PatchSurface
20193class.</p>
20194
20195
20196
20197
20198
20199
20200
20201<p align="left">Quake3 level loading uses curved surface
20202support to
20203display Q3A's bezier curves. Custom shader scripts still to be done.</p>
20204
20205
20206
20207
20208
20209
20210
20211<p align="left">IMPORTANT: To compile &amp; run the
20212TestApp demo
20213application you will need to change line 414 of WinMainTest.cpp to
20214point at your Quake3Arena pak0.pk3, since I can't distribute Q3A
20215levels and textures for size and copyright reasons.</p>
20216
20217
20218
20219
20220
20221
20222
20223<p class="mainheader" align="left">11 November 2001</p>
20224
20225
20226
20227
20228
20229
20230
20231<p>First Quake3 level rendering release. No support for shader
20232scripts or curved surfaces yet. </p>
20233
20234
20235
20236
20237
20238
20239
20240<p class="mainheader" align="left">12 October 2001</p>
20241
20242
20243
20244
20245
20246
20247
20248<p>Modified the material blending routines to make it more
20249reliable
20250to fall back on multipass rendering whilst preserving all the correct
20251effects. To do this I had to simplify the basic multitexture blending
20252operations which automatically fall back to multipass, and require
20253that the application explicitly specifies a fallback blend multipass
20254operation if it chooses to use the more complex blending modes which
20255are only available under multitexture hardware. I hope by doing this
20256I keep it simple for most cases (people normally use jusy ADD,
20257MODULATE, REPLACE or ALPHABLEND anyway) whilst still allowing
20258complete flexibility for those who like to tinker with the obscure
20259modes.</p>
20260
20261
20262
20263
20264
20265
20266
20267<p>Decided to make another point release even without the
20268finished
20269Quake3 stuff because there's so much that's useful.</p>
20270
20271
20272
20273
20274
20275
20276
20277<p class="mainheader" align="left">9 October 2001</p>
20278
20279
20280
20281
20282
20283
20284
20285<p>Object/scene blending operations (as opposed to multiple
20286texture
20287layer blending on the same object) support has been added, allowing
20288new effects like transparency.</p>
20289
20290
20291
20292
20293
20294
20295
20296<p>I keep getting distracted from my Quake3 level work but I am
20297progressing - the reason why I switched to this subject is that I
20298realised my fallback technique to multipass rendering when not enough
20299multitexturing hardware was available was not correct, and in order
20300to be able to fix it I needed these new blending options. I'm now
20301wondering whether to fix the multipass fallback now I have the tools
20302or to leave it until later. Right now, if you use more texture layers
20303than the hardware supports in a single pass, things won't look right.
20304I'll get to it.</p>
20305
20306
20307
20308
20309
20310
20311
20312<p class="mainheader" align="left">6 October 2001</p>
20313
20314
20315
20316
20317
20318
20319
20320<p>Ok, remember the problem from 16 September re texture
20321coordinates
20322and confusion over whether (0,0) was the top or bottom left corner of
20323the texture? Well it turns out that once again Direct3D is the odd
20324one out, and 3DS is actually using the more common convention, i.e.
20325(0,0) is the <i>bottom</i> left corner. I have therefore
20326changed the
203273ds2oof routine <i>back</i> to how it was before (using
203283DS UV
20329corrdinates directly) and am flipping the texture itself in the
20330Y-axis when loading it in the Direct3D texture implementation to
20331compensate (D3DTexture.cpp). I should have checked more thoroughly
20332before changing things to be in line with D3D, I should have known it
20333would probably be the odd one.</p>
20334
20335
20336
20337
20338
20339
20340
20341<p>I've done this because I want Ogre to follow industry
20342standards
20343(e.g. right-handed coordinates, anticlockwise vertex winding) rather
20344than Direct3D's viewpoint which is usually the opposite, even though
20345it's Direct3D I'm working on at the moment. I do this because it's
20346what everybody will be used to when they come from maths texts or
20347modelling tools, and is the same as the OpenGL approach (so the
20348OpenGL port should be easier than Direct3D). I just compensate inside
20349my Direct3D-specific classes (e.g. by flipping the Z axis, changing
20350the culling mode, or flipping the texture as above).</p>
20351
20352
20353
20354
20355
20356
20357
20358<p class="mainheader" align="left">5 October 2001</p>
20359
20360
20361
20362
20363
20364
20365
20366<p>Progressive updates are being made to the OgreEngineIndoor
20367module
20368in CVS. Quake3 levels are being loaded and coversion is in progress.</p>
20369
20370
20371
20372
20373
20374
20375
20376<p>I have also fixed a couple more bugs: the ColourValue class
20377was
20378implementing colours a little too bright and wrapped around to black
20379when pure white was specified. This has been fixed. In addition, the
20380mipmap generation was not generating enough mipmaps under Direct3D
20381because D3DX ignores requests for the number of mipmaps and generates
20382as many as required to reduce to a 1x1 texture. This caused smaller
20383mipmaps to be black and thus textures would wink out at long
20384distances. This has been fixed.</p>
20385
20386
20387
20388
20389
20390
20391
20392<p class="mainheader" align="left">16 September 2001</p>
20393
20394
20395
20396
20397
20398
20399
20400<p>Slow going due to moving house. However, fixed a problem with
20401texture coordinates as converted from 3DS using 3ds2oof - I just
20402realised that 3DS uses UV coordinates where V=0.0 is at the <i>bottom</i>
20403of the texture map, instead of the top as with everything else! That
20404explains the strange textures on some models. Fixed 3ds2oof to make
20405V=(1.0 - V) during the conversion. Reconvert your models!</p>
20406
20407
20408
20409
20410
20411
20412
20413<p class="mainheader" align="left">29 August 2001</p>
20414
20415
20416
20417
20418
20419
20420
20421<p>Ogre now supports loading of resources from more flexible
20422locations, including compressed archives (.zip and Quake3 .pk3
20423files). You can specify a list of search paths and archives which are
20424either general across the whole of Ogre or specific to a resource
20425type (e.g. textures, meshes).</p>
20426
20427
20428
20429
20430
20431
20432
20433<p>I've also added support for loading TGA images as well, since
20434Quake3 maps use them in places. </p>
20435
20436
20437
20438
20439
20440
20441
20442<p>I have also dropped support for BMP files. This is because I
20443have
20444had to implement memory-based versions of the image decoders to
20445support loading from archives, and to be frank I couldn't be bothered
20446to implement one for BMP since it's a naff format in my opinion and
20447tied to the Windows platform anyway. Ogre supports JPEG, PNG and TGA
20448which should be plenty of flexibility. Personally I think when you've
20449got PNG (for lossless) and JPEG (for lossy), you don't need anything
20450else.</p>
20451
20452
20453
20454
20455
20456
20457
20458<p class="mainheader" align="left">10 August 2001</p>
20459
20460
20461
20462
20463
20464
20465
20466<p>Texture blending is now in and working! The new TestApp
20467demonstrates the functionality by loading a base model with a
20468standard texture, then adding a second texture layer and applying an
20469environment map to it. The keys 0-7 change the texture blending mode
20470to show what effects different parameters have.</p>
20471
20472
20473
20474
20475
20476
20477
20478<p>I'm now moving onto other features; I want to look at Quake3
20479file
20480loading - there are a couple of things nagging me about managing
20481materials and entities that I'd like to look at but I'd really like
20482to get started on Q3A bsp files now. I also wanted to work on
20483animation, both within models (skeletal animation &amp; bones) and
20484for paths of objects (bezier curves &amp; bsplines), but I just
20485don't
20486have time to do everything I want to! Q3A files first.</p>
20487
20488
20489
20490
20491
20492
20493
20494<p class="mainheader" align="left">5 August 2001</p>
20495
20496
20497
20498
20499
20500
20501
20502<p>Back from a break for holidays!</p>
20503
20504
20505
20506
20507
20508
20509
20510<p>The Camera class now allows a SceneNode to override it's
20511position
20512and orientation when the Camera is attached to a SceneNode. This will
20513allow cameras attached to world objects etc.</p>
20514
20515
20516
20517
20518
20519
20520
20521<p>Started implementing the texture blending operations - the
20522interface is complete, I'm now moving onto the Direct3D
20523implementation. For the moment I'm not worrying about minimising the
20524number of times that changes to blending parameters are made during a
20525frame - I'm still concentrating on minimising the texture changes,
20526which is the main overhead anyway. More optimisation will likely come
20527along with new SceneManager subclasses.</p>
20528
20529
20530
20531
20532
20533
20534
20535<p class="mainheader" align="left">21 July 2001</p>
20536
20537
20538
20539
20540
20541
20542
20543<p>The Camera class now uses quaternions too. Camera rotation is
20544a
20545lot more concise now (instead of storing &amp; trying to update 3
20546vectors I just have a single quaternion) and is more predictable and
20547hopefully more flexible for the future.&nbsp;</p>
20548
20549
20550
20551
20552
20553
20554
20555<p>You can attach a Camera to a SceneNode (this is meant for use
20556in
20557having cameras tracking other objects in the world) but I have yet to
20558implement this - I intend now that they're both on the same basis
20559that if you choose to attach a camera to a scene node then the
20560SceneNode overrides the camera's own position and direction, and
20561maybe even that they update each other (so telling a camera to look
20562somewhere would update the orientation of it's SceneNode too).</p>
20563
20564
20565
20566
20567
20568
20569
20570<p class="mainheader" align="left">19 July 2001</p>
20571
20572
20573
20574
20575
20576
20577
20578<p>Updated SceneNode class to use quaternions internally for all
20579orientations / rotations. This should both be faster and give me more
20580flexibility for the future. Also added a lot more manipulation
20581routines the SceneNode class which were sorely lacking before if you
20582wanted to move stuff around. The Camera class still uses matrices
20583internally but I intend to change that so that a Camera depends on
20584the SceneNode it is attached to for positioning rather than doing it
20585itself. To this end I will need to add extra features to the
20586SceneNode class to replicate functions like lookAt(), which is ok
20587since this will be handy for pointing other objects at each other
20588too.</p>
20589
20590
20591
20592
20593
20594
20595
20596<p class="mainheader" align="left">17 July 2001</p>
20597
20598
20599
20600
20601
20602
20603
20604<p>Fixed an issue with the 3ds2oof utility - it now generates
20605vertex
20606normals based on smooth groups rather than just averaging based on
20607the faces which use the vertex. This removes artefacts along model
20608'seams' e.g. the point where a texture wraps around on the model.</p>
20609
20610
20611
20612
20613
20614
20615
20616<p>Reimplemented environment mapping using the new
20617Material::TextureLayer structure. Started work on adding more
20618manipulation features to the SceneNode class (body code still to do).</p>
20619
20620
20621
20622
20623
20624
20625
20626<p class="mainheader" align="left">4 July 2001</p>
20627
20628
20629
20630
20631
20632
20633
20634<p>Python now has full access to the engine, and it's working
20635great.
20636I've also enabled callbacks into Python from the engine, so you can
20637register a Python class as a listener for frame update events so C++
20638calls Python every frame. Nice.</p>
20639
20640
20641
20642
20643
20644
20645
20646<p>Future Python developments include an embedded version of
20647Python
20648in Ogre so you can build a compiled application which still used
20649interpreted scripts for some things - this will be useful for level
20650scripting etc where the script can be kept in the level data. For now
20651though I'm going back to developing the core engine features .</p>
20652
20653
20654
20655
20656
20657
20658
20659<p class="mainheader" align="left">20 June 2001</p>
20660
20661
20662
20663
20664
20665
20666
20667<p>Spending an awful lot of time exposing all the necessary
20668objects
20669and their interfaces to Python (up till now I have it working but
20670only a few interfaces were exposed). About 90% there now, with a few
20671issues to iron out - I had to extend the compiler heap limit to get
20672it to compile so far since the heavy usage of templates puts a great
20673strain on the compiler memory usage. In a few days I should be in a
20674position to do all my engine testing through Python as well as
20675through a custom C++ application (currently TestApp). </p>
20676
20677
20678
20679
20680
20681
20682
20683<p class="mainheader" align="left">13 June 2001</p>
20684
20685
20686
20687
20688
20689
20690
20691<p>Added FrameListener and FrameEvent classes in order to
20692represent
20693the frame update callback functions in a more object-oriented way.
20694User applications now extend FrameListener and register their
20695interest in receiving frame events - this is based on the Java model
20696of event listening. Note that a boon of this method is that Boost
20697Python allows you to extend existing C++ classes so this provides a
20698perfect mechanism to have C++ call Python scripts when events occur. </p>
20699
20700
20701
20702
20703
20704
20705
20706<p>I intend to extend this pattern to other events like
20707collisions
20708when I implement them. </p>
20709
20710
20711
20712
20713
20714
20715
20716<p class="mainheader" align="left">10 June 2001</p>
20717
20718
20719
20720
20721
20722
20723
20724<p align="left">Changed from using SWIG to Boost Python
20725for Python
20726script integration. I changed because Boost Python supports C++
20727features much beter (including catching C++ exceptions and turning
20728them into Python exceptions, support for namespaces and overloaded
20729operators), it integrates better with my build cycle (doesn't require
20730a separate generate from interface files and can be built directly
20731into the library), and is more up-to-date with the latest Python
20732libraries. I was finding that SWIG's emphasis on pure C as opposed to
20733C++ was getting in the way, and Boost has definitely addressed this.</p>
20734
20735
20736
20737
20738
20739
20740
20741<p align="left">Introduced PythonLink class to expose
20742classes to
20743Python.</p>
20744
20745
20746
20747
20748
20749
20750
20751<p class="mainheader" align="left">7 June 2001</p>
20752
20753
20754
20755
20756
20757
20758
20759<p align="left">Implemented Python integration using SWIG
20760(Simplified
20761Wrapper and Interface Generator). You can now start and initialise
20762Ogre from a Python console and drive it interactively. More work
20763required to expose the full interface to Python however.</p>
20764
20765
20766
20767
20768
20769
20770
20771<p class="mainheader" align="left">31 May 2001</p>
20772
20773
20774
20775
20776
20777
20778
20779<p align="left">Cut over to CVS - CVS repository is now up
20780and running
20781at SourceForge.</p>
20782
20783
20784
20785
20786
20787
20788
20789<p class="mainheader" align="left">20 May 2001</p>
20790
20791
20792
20793
20794
20795
20796
20797<p align="left">SceneNode class integrated with Entity /
20798SubEntity
20799classes. Working basic scene graph. Also reimplemented my previous
20800hack using DirectInput as a proper platform-specific user input class
20801- added the OgreUtility module for this purpose.</p>
20802
20803
20804
20805
20806
20807
20808
20809<p class="mainheader" align="left">15 May 2001</p>
20810
20811
20812
20813
20814
20815
20816
20817<p align="left">SubEntity implementation complete,
20818together with
20819customisable Materials at the SubEntity level. Material usage by
20820SubEntities is now indexed by the SceneManager so that rendering can
20821be grouped by Material such that as few as possible render state
20822changes take place. Note that this does not currently deal with
20823transparency.</p>
20824
20825
20826
20827
20828
20829
20830
20831<p class="mainheader" align="left">13 May 2001</p>
20832
20833
20834
20835
20836
20837
20838
20839<p align="left">Bugs with the new Mesh loading routines
20840now ironed out.</p>
20841
20842
20843
20844
20845
20846
20847
20848<p class="mainheader" align="left">24 April 2001</p>
20849
20850
20851
20852
20853
20854
20855
20856<p align="left">Implemented Mesh, SubMesh and MeshManager
20857classes for
20858loading Ogre Object Format files (converted from .3ds using the Ogre
208593ds2oof tool). Decided to allow the original 3ds mesh to be broken
20860down into chunks specific per material or grouped as a whole
20861depending on requirements. The 3ds2oof utility makes a goos guess as
20862to what is best, based on the percentage of the vertices each SubMesh
20863uses out of the whole model - the lower the percentage the greater
20864chance it will have a dedicated vertex list rather than sharing the
20865whole since that saves sending unnecessary vertices to the pipeline.
20866However this can be customised with parameters since you may want to
20867use vertex buffers where it's more efficient to store 1 buffer even
20868if you only use parts of it.</p>
20869
20870
20871
20872
20873
20874
20875
20876<p class="mainheader" align="left">1 April 2001</p>
20877
20878
20879
20880
20881
20882
20883
20884<p align="left">Began overhaul of Mesh loading routines.</p>
20885
20886
20887
20888
20889
20890
20891
20892<p class="mainheader" align="left">30 March 2001</p>
20893
20894
20895
20896
20897
20898
20899
20900<p align="left">Switched to Doxygen for document
20901generation since ccdoc
20902still doesn't support namespaces. Doxygen is better at
20903cross-referencing anyway and draws nice diagrams.</p>
20904
20905
20906
20907
20908
20909
20910
20911<p class="mainheader" align="left">24 March 2001</p>
20912
20913
20914
20915
20916
20917
20918
20919<p align="left">Added JPEG loading support, and moved this
20920and existing
20921image loading code (PNG) into the Image class. BMP loading is still
20922supported but only on Windows platforms so this is still residing in
20923the D3DTexture class as a special case.</p>
20924
20925
20926
20927
20928
20929
20930
20931<p align="left">Improved the handling of non-square
20932textures on
20933hardware that supports only square textures. The image is now
20934stretched into the square area so that the relative texture
20935coordinates are still valid and no black bands appear on the model.</p>
20936
20937
20938
20939
20940
20941
20942
20943<p class="mainheader" align="left">23 March 2001</p>
20944
20945
20946
20947
20948
20949
20950
20951<p align="left">Multiple viewports per window is
20952implemented and
20953working Ok. Z-Order also applies so picture-in-picture views are
20954possible by placing a smaller viewport on top of another larger one.</p>
20955
20956
20957
20958
20959
20960
20961
20962<p class="mainheader" align="left">11 March 2001</p>
20963
20964
20965
20966
20967
20968
20969
20970<p align="left">Changed the default mechanism for
20971supplying vertex
20972components (position, normals, texture coords, colours) to the
20973RenderOperation class. They were previously assumed to be part of the
20974same buffer with flags indicating which were present. However this
20975was too restrictive and prevented you using entirely separate memory
20976areas for different components, and adding extra components to
20977vertices on the fly. </p>
20978
20979
20980
20981
20982
20983
20984
20985<p align="left">Instead the RenderOperation class now
20986takes pointers
20987for each component, and a 'span' value determines the gap between
20988each value. This allows you to use separate buffers if you like, but
20989also use a combined buffer if that suits you (by using the 'span'
20990value to skip over values in between).</p>
20991
20992
20993
20994
20995
20996
20997
20998<p class="mainheader" align="left">6 March 2001</p>
20999
21000
21001
21002
21003
21004
21005
21006<p align="left">Implemented a 3DStudio conversion tool
21007that works
21008directly from the .3DS files rather than from ASCII exports (as
21009previously) or from a MAX plugin as some others do, which requires a
210103DS license. I based my code on an existing open source routine but I
21011have exteded it since it had a few shortcomings. The tool is called
21012'3ds2oof' because it converts 3DS files to a proprietary format, .OOF
21013(Ogre Object File). This is because it's more efficient for me to do
21014extra processing at conversion time like calculating bounding boxes,
21015splitting vertex buffers, strippifying etc (not that I'm doing all
21016this yet, but I <i>can</i>) rather than at load time as I
21017would have
21018to do if I loaded direct from 3DS inside Ogre.</p>
21019
21020
21021
21022
21023
21024
21025
21026<p class="mainheader" align="left">1 March 2001</p>
21027
21028
21029
21030
21031
21032
21033
21034<p align="left">Over the last 2 weeks I reimplemented my
21035interface to
21036the DirectX rendering pipeline in the new Ogre structure, under the
21037D3DRenderSystem class. Rendering requests are now packaged up in the
21038RenderOperation class, giving me more flexibility on how rendering
21039requests are submitted and handled. Now all the support classes (mesh
21040loading, scene management) are needed.</p>
21041
21042
21043
21044
21045
21046
21047
21048<p class="mainheader" align="left">11 February 2001</p>
21049
21050
21051
21052
21053
21054
21055
21056<p align="left">I've been picking apart the platform
21057dependencies in
21058Ogre so it'll be more portable. I'm also making it flexible enough to
21059handle any number of rendering windows and viewports within thse
21060windows, and also giving you the choice of an automatic rendering
21061loop (max frame rate) and a render-on-demand interface much like you
21062would need for an application like a modelling tool where you want to
21063free up cycles when things don't move and frae rate isn't the most
21064important thing.</p>
21065
21066
21067
21068
21069
21070
21071
21072<p align="left">I now have a nice hierarchy crossing the
21073OgreEngine and
21074OgreWin32Platform modules, with functionality broken down into
21075RenderTarget, RenderWindow and Win32RenderWindow classes. Other
21076platforms can be implemented later, just replacing the
21077Win32RenderWindow maybe with XRenderWindow or MacRenderWindow.</p>
21078
21079
21080
21081
21082
21083
21084
21085<p class="mainheader" align="left">29 December 2000</p>
21086
21087
21088
21089
21090
21091
21092
21093<p align="left">Ogre development starts again after almost
21094a year's
21095break while I finished my degree. Lots of research and design work at
21096this stage to work out how I should structure the object model.</p>
21097
21098
21099
21100
21101
21102
21103
21104<p align="left">&nbsp;</p>
21105
21106
21107
21108
21109
21110
21111
21112</body>
21113</html>
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