OGRE (Object-Oriented Graphics Rendering Engine)
Change Log
v1.2.0 [Dagon] (RC1: 12 March 2006) - Major Release
1.2.0 is a new major stable release, and therefore has literally shedloads of new features. Some interfaces have also changed since the 1.0.x branch (Azathoth), for full information on porting your application from the previous version of OGRE, see the Dagon Porting Notes in the OGRE Wiki.v1.0.7 [Azathoth] (12 February 2006) - Maintenance Release
v1.0.6 [Azathoth] (20 November 2005) - Maintenance Release
v1.0.5 [Azathoth] (25 September 2005) - Maintenance Release
D3D9:
Fixed device lost issue with manual textures with manual loaders.
Ensure that textures which were unloaded at the time of the device lost remain unloaded after the device is restored (previously these textures would be loaded by the restore)
Fix restoration of specified number of mipmaps after device restore
Fix mipmap issue introduced in 1.0.4 with textures whose dimensions are not power of two
GL:
context switching should be preserving GPU programs and depth/colour mask settings, because scene manager treat render system as ONE 'context' ONLY.
'Warning texture' now bound to a texture unit if it is used but not defined, e.g. in a shader but the material definition does not include a corresponding texture unit
Fix a flipping issue when a viewport doesn't take up the whole of a render texture
XSI Exporter:
Fix export of multiple animations where initial pose is different
Material prefix should apply to the exported .mesh as well as the .material
Fix memory leak on software skinning
Material: compile illumination passes on demand
BillboardSet: Optimise updating of bounds when creating a new billboard
Win32 platform fix: DInput buffer overflows resolved
StaticGeometry::addSceneNode should cascade as documented
Ensure HardwareBufferLicensee::licenseExpired is called in all cases
GLXWindow::resize fixed
Fix potential memory leak during overlay creation
Alter bump mapping / offset mapping shaders to handle directional lights as well
Fix a range issue on the specular bump mapping shader, looks nicer now
Fix memory leaks when using StaticGeometry & stencil shadows
Fix TextureUnitState clone bug: _load called after after TUS is cloned so that effect and animation controllers are constructed. Also reduced _dirtyhash() calls while cloning TUS
Fix off-by-one bug in parseAlphaOpEx when using manual blend
Fix potential transparencybug: passes can be transparent even if destination blend factor is zero, if source factor is destination-based
Node: Assert that a node is parent-less before adding it in addChild, avoids inconsistency issues
Support conversion from and to PF_FLOATxx_R pixel format
Fix segfault in OgreXMLConverter when built with GCC 4.0
Fix big endian compilation bug in CEGuiTexture (affects Linux on PPC and OSX)
Some API and manual clarifications, including:
Finally add section on hardware pixel buffers
now includes minimum ATI/nVidia card specifications for shaders of a given profile
Remove / correct old GUI manual pages
v1.0.4 [Azathoth] (21 August 2005) - Maintenance Release
Fix texture shadows when using basic SceneManager (not octree or bsp)
Fix memory leaks in Demo_Water and Demo_VolumeTex
Add isStillOutstanding method to hardware occlusion queries to promote more asynchronous behaviour
Fix a couple of squared distance comparison bugs
Fix OverlayElement::updateTextureGeometry being called repetitively
D3D _makePerspectiveMatrix fix (left/top/right/bottom version)
Demo_VolumeTex material loading bug fixed
Fixed accumulated discrepancy in animation track optimise
Bugfix to SceneQuery::removeQueryFlags
Node destruction now cleaner
Add ability to force software skinning to Entity
D3D texture bugfixes
We need to check the corrected pixel format before determining hardware dynamic/auto-mipmap texture support
The D3D render system texture auto mipmap generation should respect the TU_AUTOMIPMAP usage
Should check the ability to use dyncamic textures in volume and cube maps before enabling the flag
Fix remaining device restore problems with manual (e.g. dynamic) textures, RTTs that are never used, and colour state after restore
Material bug - fixup best techniques container when material copied
Fix depth bias in D3D9 on nVidia to be more reliable
Fix iterator invalidation problem in SceneNode::removeAndDestroyChildren
Quaternion::equals now takes negated quaternion into account, may define the same rotation
XML Converter issues fixed:
crash fix - prevent FileStreamDataStream from deleting stack allocated stream
fixed a problem with converting manual LOD levels
Fixed water demo crash if ESC pressed at config screen
Fixed Viewport/Camera auto aspect ratio bug - use floating point division, not integer
getRenderTargetIterator added to RenderSystem to allow external parsing of current targets
Clamp projected texture in Demo_RenderToTexture to avoid artefacts on some cards
TagPoint was not inheriting parent entity scale meaning attached object didn't scale with their parents; now they do
Several small documentation corrections
Fixed off-by-one bug in SimpleSpline & RotationSpline which caused incorrect interpolation over loop
Resource group initialised flag is now reset when clearing, allowing scripts to be re-read
Hardware skinning example shaders now handle directional as well as point lights
Fixed CEGuiTexture so it frees shared pointer whether it deleted shared texture or not
Fixed bug in EventProcessor shutdown: wasn't removing its registered frame listener which causes a seg fault if rendering continues
Infinite loop bug fixed in Matrix3::QLAlgorithm
Small compatibility fixes for VS2005
Context switching problem in GL Render system (GLX) solved
Some const correctness and other tidying exercises
v1.0.3 [Azathoth] (10 July 2005) - Maintenance Release
Fixed a problem in D3D9 where GeForce 6x00 range was not enabling infinite projection
libOgreMain.so now only exports symbols based on ogremain.map
Fixed --enable-openexr argument for ./configure
XSI exporter - don't crash if textures are not found, just warn instead. Also trap cases where too many texture coordinate sets are used and warn.
Last of D3D9 leaks removed
Extra logging for D3D9 device lost / restore process
Fix device restore of RTT in D3D9
Replace SDL hard-coded constant args for SDL_ShowMouse
Make RenderWindow::windowMovedOrResized virtual & generalised from GL/D3D since they're useful for people with externally managed windows
Corrected type of the returned value from std::string::find_first_of and find_first_not_of
Allow external setting of BillboardSet bounds for billboard injection
Q3A level loader - reject lightmap indexes < 0, not just -1, for greater level compatibility
Export TagPoint to allow post attach-to-bone modifications
Set ambient light settings per _renderScene call incase we switch contexts in GL
gcc 4.0 compatibility and removed the need for GCC_3_1 compiler flag
In GL, support the GL_MAX_TEXTURE_IMAGE_UNITS_ARB number of texture units when using shader hardware instead of just GL_MAX_TEXTURE_UNITS
Fix attaching particle systems to bones
Implemented vp30, vp40, fp30 and fp40 Cg profiles
Fixed a 64 bit issue in Serializer::flipEndian
Add conversion from GpuProgramPtr to HighLevelGpuProgramPtr, and fix mutex usage on existing reverse conversion
CEGUI v0.3.0 now required
Fix memory leak in ZipDataStream
Fix to AnimationTrack::optimise - we should not eliminate all duplicate keys since the boundary values are required to preserve the interpolation shape. In fact, we need to preserve sequences of up to no more than 4 identical keys to preserve tangents for if spline interpolation is used. Any inner ones are removed.
Matrix4::operator != should take a const reference parameter
Node::removeAllChildren should notify those children of detachment and clear the child update list too.
Fix a bug in StringUtil::match where a partial match after a wildcard goes wrong and the wildcard doesn't correctly consume it ready for later matches
Fixed some variable shadowing warnings in gcc
Don't try to prep subentities for shadow volumes if they don't have their own geometry
Fixed DataStream::readLine returning incorrect count and not dealing with reading exactly the max length properly
Fixed TerrainSceneManager incorrectly calculating normals
VertexData::vertexStart bugfix for GL render system
Fix small inconsistency in near / far clip plane in world space between rendersystems
A few win32 resize / getMetrics fixes
Allocate initial particle pools on demand to save memory
3DSMax exporter - support mirrored bones
Fix memory leak in Bsp Collision demo
Correct GLX initialisation issue
Objects which are attached to bones are now properly picked up by scene queries and cast shadows properly
Fixed carrying forward of manual loader through Material::applyDefaults
A few other miscellaneous safety checks
v1.0.2 [Azathoth] (30 May 2005) - Maintenance Release
Mesh::buildTangentVectors now deals with 32-bit indexes
Re-introduce commented out degenerate face test in progressive mesh, adds quality at very low LOD levels
Multisampling in GLX corrected
Documentation fixes
A few state optimisations in the rendersystem
Removed calls to srand in Math - user might want to control random number seeding
Addition of a few minor 'getter' methods and const-correctness
Matrix4 * Plane should use inverse transpose to transform plane normal to deal with non-uniform scale.
GL: throw an exception when we failed to properly initialise a texture, instead of a devide by zero
Fix for skeleton serializer (showed up in XSI testing) - don't assume every bone has a track.
VC7.1 + OGRE_DOUBLE_PRECISION fix
Fix bug in getSquaredViewDepth in WireBoundingBox
Added useful fuzzy comparison methods to Vector3 / Quaternion
Add animation optimisation methods to eliminate tracks which do nothing and duplicate keyframes (used by default in XML converter)
Include quake3settings.cfg in SDK distribution
Minor particle fixes
Allow Renderable to determine whether it can be overridden by camera as to the detail level it renders at. Allows us to view the whole scene in wireframe but keep the overlays solid by default.
Bugfix - when bulk-loading resources, unsupported high-level and assembler programs end up getting loaded since they are part of the declared resources in the group
Fix resource counting bug on bulk loading
GLX backdrop image now embedded
StringConverter::parseUnsignedInt fixed for boundary numbers
Fixed OgreGLTexture and compressed textures delete [] mismatch
Timer - compensate for QueryPerformanceCounter hiccups on some chipsets
MeshUpgrader should set mesh padding factor to nothing to avoid adding extra padding
Material - restore manual loader and manual flag after applying defaults
Fixed Node::getPitch/getRoll/getYaw
Implement ParentWindowHandle for GLX - Disable FSAA for now, it's heavily unstable for NVidia
Don't try to log exception when no LogManager exists yet
Allow skeletons to share animations with other skeletons (requires strict skeletal structure matching) Supports a scale option to adapt animation to matching skeletons with different sizes
D3D9 window resizing issues resolved
Properly support downgrading to 16-bit textures again via TextureManager::getSingleton().enable32BitTextures(false)
Small bugfix for TerrainSceneManager (texture coords wrapped at 1 vertex too high)
Some MingW and some Linux distribution (e.g. Gentoo) build fixes
Fix multi-pass precision issue on nVidia when using GL
Fixed Dynlib* deleted 2 times when unloading plugins manually
Fixed BSP plugin creating materials in wrong group
Fixed unitialised member mQueuedForDeletion in Pass
Gui demo control name strings fixed
ResourceManager::load methods (and derivatives) now reload an existing Resource which is already present, but has been manually unloaded
Fixes Linux boost linking issue when --enable-threading used. Modified slightly to check for the existence of the library during ./configure.
Linux - disabled RTTI and disabled the ability to use undefined symbols in plugin object files.
Fix ordering of directional lights in GPU programs to be consistent
Fix reloading of high-level programs
Don't do anything in SharedPtr::setNull if already null, avoids issues with shared mutex for null shared pointers.
PanelOverlayElement can now live with materials which have no texture units.
v1.0.1 [Azathoth] (10 April 2005) - Maintenance Release
Support for Cg 1.3
ConfigFile no longer crashes on empty parameter values
Fix crash when using sharing skeleton instance between entities
Shutdown primary rendertarget last, fix for crash on ATI OpenGL shutdown when using multiple targets.
Fixed shutdown bug when exiting in frameEnded and using software skinned entities
Fixed shutdown bug when using a Cg-based custom material in TerrainSceneManager
Tolerate not having loaded a texture to allow people making editors to apply materials which have missing resources.
Fixed the case of vertex_program in OgreGLGpuProgramManager.cpp
Modified --with-platform=GLX to look for X11 headers.
Fix display corruption on DDS with custom mipmaps via DevIL (ie GL); the custom mipmaps are not loaded yet so just ignore them. D3D9 unaffected.
Fix bug when using colour_op_ex and alpha_op_ex to supply manual colour and alpha at the same time in the same texture unit
Don't define *any* memory macros if the user doesn't want them or we are in release mode
Add CEGUI-OGRE.pc.in back into the CEGUIRenderer.
Fix bufferering area contention in Zip
Fixed particle system so custom render queue id is properly passed through to renderer
Deal with zero-volume meshes in StaticGeometry
Actually use the left and right flags in StringUtil::trim
cppunit m4 fix needed for some autotools versions
Add Exception::getDescription so that it is possible to get the 'description' field of the exception without the rest. This is useful for printing or logging errors compactly.
Make SceneManager::setSkyBox, setSkyPlane and setSkyDome only set their respective enabled flags at the end of the function. This makes sure that when an exception happens the renderloop will not crash in its next iteration.
Added missing OgreParticleSystemRenderer.h to OgreMain/include/Makefile.am
Fixed sysrq key for GLX
Fixed GLX screenshot colours
Fixed material exporting in Milkshape
Back buffer resizing, dedicated depth stencil and lost device / destruction fixes for additional swap chains under Direct3D9
Added many new shader auto parameters; includes support for equivalents of many RenderMonkey parameter bindings
Allow usage of external input system (GGI, SDL) with GLX
Fixed display of self- or common-oriented billboards that are attached to a rotated node
Fix for CEGUI renderer under latest Linux nVidia drivers; also increases performance of CEGUI rendering
XSI mesh and skeletal animation exporter
Added a missing vertexbuffer unlock in MeshSerializerImpl::writeGeometry.
Add explicitly named methods to ConfigFile to resolve ambiguity when using defaulted paramters
Minor documentation updates
Hardware occlusion support fixes
Clean up some support for D3D9 buffer lock options
Fixed modifiers getting lost on mouseup
Frame / input event Listener removal now doesn't invalidate iterators anymore
Fixed ResourceManager::resourceExists bug which caused it to return true when the resource didn't exist.
Initialise mAnimController in the TextureUnitState copy contructor.
Fixed a problem which caused SkeletonInstance::unloadImpl() not to be called on destruction.
Remove StringConverter downcast warnings from MSVC
Fixed a memory leak in BspSceneManager when loading multiple maps
Custom DDS mipmaps now work in GL as well as D3D
scene_blend now works after D3D9 lost device recovery
Potential D3D9 blending state optimisation on some cards
Fixed loading of axes.mesh when displaying debug skeletons
Specular highlights now look the same in GL as D3D9, and secondary vertex colour now works correctly in GL
Code::Blocks support and projects added
Invisible lights are now properly excluded from shadow calculations
FSAA support in Win32 OpenGL
v1.0.0 Final [Azathoth] (21 February 2005) - Major Release
The final 1.0.0 release includes a set of bugfixes to the original release candidate, and will also see the first emergence of a precompiled SDK for OGRE. Again, if you are upgrading from Hastur (0.15.x) please read the Azathoth Porting Notes Wiki Page.
Bugfixes & changes since RC1:
Fixed a couple of memory leaks and a buffer overrun in StaticGeometry
API doc introduction page added
Fixed version numbers in Linux build system
ResourceGroupManager iterator bugs and memory leak on removing groups fixed
Vsync option was not being passed correctly in D3D rendersystems
Add external access to software blend data in Entity
Fix DynLib .so appending issue on Linux
Depth bias fixed on D3D9 and GL
Fixed problem with particle systems in some fullscreen modes
Convert paletted images to RGBA automatically
Fix a skeleton issue when unloading & reloading resources
Disable fog when rendering shadow textures
Allow users to configure custom texture shadows; change caster & receiver material and texture format
Fix a shutdown problem when external apps linked directly to octree plugin
OgreGuiRenderer project moved from CEGUI source repository to Ogre repository to simplify dependencies
Be tolerant of externally created LogManager instances
Fix crash on invalid DXTx surface sizes
Image based fonts fixed
API documentation content and style updates
Update version of image scaling routines
Fix a bug with the translation of scene_blend modulate
v1.0.0 RC1 [Azathoth] (5 February 2005) - Major Release
1.0.0 is a big release, and due to us wanting to freeze interfaces at the best possible level for 1.0.0 there are more interface breaking changes in 1.0.0 than is typical for previous releases. For the full lowdown on upgrading your code from Hastur (0.15.x) to Azathoth (1.0.x) , please see the Azathoth Porting Notes Wiki Page.
Enhancements and new Features:
Resource System Overhaul:
Resources now addressed through shared pointers
Resource groups can now be defined so that you can load and unload resources in groups, and also set up group-specific search paths and scripting tasks.
Manual resource provision formalised; there is now a ManualLoader class that should be implemented when creating resources in code; this allows resource reloads to be possible in all cases
Streaming support - data is now accessed from Ogre's virtual file system solely through the DataStream class (and subclasses), meaning that accessing very large files efficiently is now possible while still using the resource system.
Loading progress reports; you can now register ResourceGroupListeners in order to implement loading bars
Thread safety - steps have been taked to make the resource system thread-safe to allow background loading. This feature is experimental and should only be used by experienced users.
Hardware Pixel Buffers & Image enhancements:
Direct access to read / write to texture surfaces through the HardwarePixelBuffer class, including mip levels, cube surfaces and volume slices
Pixel formats have been extended, are now unambiguous across endianness, having separate 'native' endian formats and per-byte formats
Support for floating-point pixel formats, luminence formats, depth formats, and compressed formats
Image class has been tidied and enhanced to support composite images (like cube maps)
PixelUtil class now provides access to all pixel format conversion functions, with optimised templated conversion routines available in capable compilers
High Dynamic Range (HDR) rendering support:
Create render textures in floating-point pixel formats
Load .hdr or .exr textures from disk using the OpenEXR plugin (optional)
Particle System enhancements: Particle systems are no longer limited to rendering with billboards, they render through instances of ParticleSystemRenderer subclasses, which can be implemented in plugins and added at runtime. Use of these alternative renderers is scriptable and can be used to implement alternative particle types like ribbons.
GUI changes:
The OGRE internal GUI has been replaced with Crazy Eddie's GUI, a superior GUI system which follows the same kind of design principles as Ogre itself (portable, clean OO code).
Non-interactive overlays remain within OGRE itself, the classes have been renamed *OverlayElement instead of *GuiElement to reflect their role
Material changes:
alpha_rejection has been moved from the texture_unit to the pass
Linking vertex colours to material attributes; you can now link vertex colours to any of the diffuse, specular, emissive or ambient material attribures, (e.g. 'ambient vertexcolour') rather than the linkage being implicit.
You can now define the number of mipmaps to be generated when loading a texture in the material script, from '0' to 'unlimited'
New StaticGeometry class allows you to batch up individual meshes and render thousands of them far more efficiently than if they were separate movable objects
GL now supports render textures larger than the frame buffer (through pbuffers)
D3D9 uses best possible filter method supported by hardware for generating Mipmaps, this can improve display quality especially when using trilinear filtering
Support all image types that DevIL can load: bmp, gif, hdr, ico, jpeg, pnm, mng and many more
GLX, SDL, D3D9: FSAA(Full Scene AntiAliasing) support improved
Image codecs are now completely replaceable, if you wish to remove the use of DevIL
Better support for 3D and compressed textures
New and improved demos:
'DynTex' shows how to procedurally generate textures using the new pixel buffer API
'VolumeTex' demonstrates volume rendering and procedurally generated meshes and 3D textures
'Grass' demonstrates the use of the new StaticGeometry class to batch up lots of individual meshes
'Gui' has been updated to use Crazy Eddies GUI.
Interface to RenderSystem::createWindow and RenderSystem::createRenderTexture cleaned up and made more flexible
Support Athlon 64 in native 64-bit mode (Linux)
Support running the OGRE core in double precision floating point mode through the use of OGRE_DOUBLE_PRECISION
Add 'inverse transform' automatic shader parameter bindings
MinGW/Cygwin build system using auto* tools included
Visual C++ 2005 Beta support
Bugfixes:
Fixed texture_view_proj shader parameter binding
Terrain now supports texture shadows
Fixed 4-weight hardware skinning vertex shader
Fixed possible texture frame overflow in animated texture controller
GLX: alt-tab now allows mouse to escape window
v0.15.2 [Hastur] (13 January 2005) - Maintenance Release
Changes:
Stencil shadows:
Runtime performance improvements
Edge list construction can now deal with non-manifold meshes, and is faster. You can re-calculate edge lists on your affected .mesh files by using OgreXmlConverter to convert to XML and back.
Shadow culling fixes including in reflected camera scenarios
TerrainSceneManager: Fixed crash when you clear the terrain scene but don't call setWorldGeometry again
Direct3D textures: Prefer D3DFMT_X8R8G8B8 over D3DFMT_R8G8B8 for texture formats, and disable auto mipmap generation when mipmaps == 0
BillboardSet: avoid double-free crashes under certain calling orders.
Camera:
Better safety checks for bad parameters to setDirection
Camera::getCameraToViewportRay now works for orthographic projection
GL:
Added virtual keyword to GLSupport::setExternalWindowHandle
Fix a couple of potential consistency issues in fixed-function lighting states
Scene Queries:
Query mask flags for world geometry made more explicit
Boolean result from query listeners consistently respected
Added specialised BspRaySceneQuery for fast BSP ray results
Don't match objects which are attached to detached subtrees of the scene graph
Font: several fixes to make on-screen fonts much crisper
Windows: requested size now translated to client area size in windowed mode (except if full window size exceeds the desktop size)
Material scripts: automatic GPU program parameter 'projection_matrix' now parsed correctly
VC7.1+ STL: Avoid long shutdown in debug mode
VC6: Added /Zm option to VC6 to avoid compiler out of heap space errors
Blender exporter:
Fixed calculation of initial bone rotation.
Restored possibility to export an armature as mesh.
Option to export in objects local coordinates.
Allow image textures to be assigned via a material texture channel.
Preliminary bump map support.
Option to run OgreXMLConverter automatically
3DS exporter:
Export vertex alpha export as the a component of the vertex color
Fixed a couple of bugs in UV export (inc multi-UV export)
Fix a bug for IK export
Speed up the mesh export process. No very easy to notice for small objects but great speed improvements for very big objects.
Any kind of objects can now be part of the hierarchy if they are part of the Skin/Physique modifier.
Log a warning when there is a vertex with more than 4 bones assigned.
Scale of 0.0 is no longer possible. 0.0 is replaced by 1.0 when used.
Animation names are properly exported when using multiple animations.
Memory manager: Fix use of memory macros without namespace Ogre
Manual updates:
Mention optional alpha components to ambient / diffuse / specular / emissive
Documented additional community-contributed particle emitters / affectors
v0.15.1 [Hastur] (28 November 2004) - Maintenance Release
Bugfixes:
Particle system performance improved
Blender exporter fixes & enhancements:
vertex colours supported
initial bone rotation bug fixed
location keyframe export bug fixed
3DS Max exporter fixes
and enhancements
(Note you must completely delete your existing exporter files and add
the new 'Ogre Exporter' button to your interface)
Smoothing groups now work correctly
Bones without any vertices assignements will be exported correctly
Biped export is now automatic and is fixed up
Specify edge list precalculation, tangent vector precalculation (normal mapping) and LOD generation
Multiple UV channels supported
Multiple animation support
IK sampling (experimental)
Lightwave exporter now compatible with 0.15
Removing texture effects did not remove properly controllers
MipFilter now set correctly when using TextureUnitState::setTextureFiltering
Mesh fix: allow manual LOD to be created even after edge lists have been built
Fixed handling of overlays with 3D elements
Octree scene queries now deal with null AABBs correctly
Prevent a memory leak when closing a D3D7 or D3D9 window using WM_CLOSE (e.g. the 'X')
Added missing toLowerCase call in MaterialSerializer
Particle System: fix parameter types and descriptions
Fixed missing _dirtyHash in TextureUnitState constructor
Fixed a couple of typos in the manual
Fixed errors when undefining OGRE_FORCE_ANGLE_TYPES
Fixed bug with aspect ratio of text in relative metrics mode
Set Terrain query flags so it can be excluded / included specifically in scene queries
Added stl_user_config.h to ensure use of _STLP_DEBUG is consistent
BillboardSet did not add billboards back to the free list on clear()
TerrainSceneManager fix when calling clearScene()
v0.15.0 [Hastur] (23 October 2004) - Major Release
Note: Ogre development branches will now have code names; the 0.15 stable branch is known as 'Hastur', the continuing development branch (which will be released as 1.0) is called 'Azathoth'.
Enhancements:
Binary mesh format
enhanced. Previously the binary mesh format did not support all the
flexibility you could attain when you built meshes programmatically.
This has been addressed, and the mesh can now store arbitrary vertex
buffer formats, precomputed edge lists (for stencil shadows), and
tangent-space vectors (for normal mapping). You are strongly adviced to
use the OgreMeshUpgrade tool on all your meshes to uprade them to the
latest version, and choose 'y' when asked if you want to reorganise
your vertex buffers. The 'automatic' option is the quickest way to get
your meshes up to date, and you may find them slightly faster to render
as a result.
Bear in mind that the .mesh size will increase because edge lists are
precomputed and stored by default - if you don't intend to use stencil
shadows then you can disable this with the '-e' parameter.
OpenGL Shading Language (GLSL) support. This means Ogre now supports programmable shaders written in Cg, HLSL, GLSL and all variants of assembler (DirectX and GL).
Explicit Radian, Degree and AngleUnit classes. To resolve ambiguity as to which angle unit is being used, all methods which take an angle now take a Radian class. You can pass Degree instances to this too and get automatic degree-to-radian conversion. You can also use the AngleUnit class which defaults to the current angle units (see Math). Note that conversions are inlined and are thus very cheap; although if you want to avoid them entirely, use Radian. This is an interface breaking change, so you will need to update your code to use Radian(radianValue) or Degree(degreeValue) where you are using basic types to store angles.
Reflection enhancements. Automatic reflections using dynamic planes are now simple to create using MovablePlane, and 'custom near clip planes' (oblique depth projection) are available to allow you to clip reflected geometry to an arbitrary plane without requiring additional hardware support such as user clip planes.
Per-Renderable custom parameters can now be mapped into vertex / fragment programs (using ACT_CUSTOM) to better customise the look of your programmably shaded objects
Skeletal animation optimisation: by default it now uses an approximation of true rotational interpolation which is slightly faster; true spherical interpolation is still an option if more accuracy is required.
Edge list improvements; Ogre can now deal with even more model construction variants while still retaining stencil shadow integrity
Billboard / particle system index and vertex buffers are now deferred loading
Blender and Milkshape exporters updated
GL now has a FSAA option like D3D
Specialised scene queries for the OctreeSceneManager
Mesh bounds padding is now more configurable
Skeleton instances can now be shared between multiple entities to allow optional add-ons to animated meshes
Transparent materials can now cast texture shadows, if an option is enabled in their material (useful for alpha rejection textures)
Added GLX platform manager, enabling the use of OGRE on Linux without using SDL. This also has a nice configuration dialog instead of the text based one.
Bugfixes:
Ogre::String is no longer a subclass of std::string, but a typedef to it. All extra methods which were on Ogre::String are now on the Ogre::StringUtil class. This is to resolve compatibility issues on some STLs; this is an interface breaking change so you will need to update your code to use the equivalent StringUtil methods.
DirectX no longer prefers W buffers over Z buffers unless 16-bit colour is being used
DirectInput usage now plays nicer with other apps
Fixed the number of textures used when a custom number of shadow textures were specified
Fixed TS_PARENT and TS_WORLD Node transform options
Fixed LBX_BLEND_MANUAL in GL
Fixed finding of nearby lights so it takes into account bounds of node
Avoided ATI shutdown issues in GL/Linux by making the shutdown sequence more explicit
Initialisation of shadow materials now works when more than one SceneManager is active
Some frustum calculation issues were resolved, especially calculation of corners and planes in orthographic mode
use32bitindexes was not being read from XML correctly
Fixed memory leak when attaching and detaching objects from bones
Stencil shadows were not working correctly when 2-sided stencilling was not available and there was more than one SubMesh with it's own geometry
Various other minor issues
Deprecation warnings:
SceneNode::attachCamera and SceneNode::attachLight, which have been deprecated for some time, have been removed. Use SceneNode::attachObject.
Internal GUI classes; in the next release, the internal GUI will be removed in favour of Crazy Eddie's GUI, and we advise all users to begin migrating their code now. This covers the interactive GUIs (ie buttons, scroll bars etc) and not static overlays, which will still be available in Ogre.
NatureSceneManager; this will be moved to ogreaddons in the next version incase anyone wishes to continue to maintain it. The Ogre team have no plans to support this scene manager since TerrainSceneManager and PagingLandscape (in ogreaddons) provide better terrain rendering options.
v0.14.1 (28 July 2004) - Maintenance Release
Enhancements:
TerrainSceneManager improved
Vertex program morphing allows for almost imperceptible leve l-of-detail changes
Improved efficiency allows for larger terrains
Improved LOD calculation leads to more accurate rendering with the same or fewer triangles
Custom terrain materials can now be used
Pluggable terrain data sources allow terrain data to come from any source
Demo now demonstrates the use of RaySceneQuery to 'stick' the camera to the terrain
Maya, Blender and 3DS exporters updated
RenderSystem can now report the texel offset differences between systems (required for CrazyEddie's GUI)
Code is now more 'MingW friendly', although this is still not officially supported, community supported DevPaks are available from The Agency
Bugfixes:
Visibility of child objects attached to the skeleton of an Entity was being ignored
Fixed infinite loop in resize() methods of D3D windows
Fixed XMLConverter bug when using constant reduction in interactive mode
Made the XML mesh serializer properly assume 'false' for usesharedvertices and use32bitindexes
Skeletally animated meshes with a vertex program which did not implement hardware skinning were transformed incorrectly.
Fixed some driver crashes on GL
Fixed a few memory leaks, especially when no rendering is performed before shutdown
Prevented multiple instances of HollowEllipsoidEmitter and RingEmitter from adding their custom params to the dictionary twice.
Math::UnitRandom should have been Math::SymmetricRandom in RingEmitter
Corrected docs for TextureUnitState::setAnimatedTextureName
Fixed light update so that lights attached to nodes update properly even when the node does not change.
Assign queue groups to manual LOD entities too
Fix to the early-exit in Overlay::_findVisibleObjects could cause important updates to be missed if the overlay wasn't visible on startup
Patched the EdgeBuilder (calculates stencil shadow structures) so that it detects when there are too many triangles attached to a single edge, and reverts to not welding vertices across vertex sets. This allow it to deal with multiple capped submeshes with their own geometry (which are manifold in themselves) even if they touch at the boundaries. At the same time it still deals with the case where a model is only manifold when all submeshes are combined (it tries to find this case first).
v0.14.0 (12 May 2004) - Major Release
Enhancements:
Shadows
3 different techniques:
Modulative stencil shadows (simple extra pass darkens the shadowed areas)
Additive stencil shadows (masking of light contribution, aka Doom3-style, including a smart pass categoriser / splitter which means you don't need to rewrite your materials)
Modulative projective texture shadows
Multiple stencil shadow optimisations, including vertex program extrusion, smart light and shadow caster culling, integration with mesh LOD, zpass and zfail methods, 2-sided stencilling, scissor region clipping
Texture shadows fade out at the far distance and around the edges of spotlight, hiding the finite edges of these shadow types
Important: Those writing custom SceneManager implementations will have to review the changes to the render queues and render sequence when shadows are enabled, since supporting several types of shadows has required these processes to be significantly enhanced and decomposed into multiple parts (which should lend themselves to customisation in your SMs if you need them). In particular, note that the signature of SceneManager::_findVisibleObjects has changed so if you override this you will need to alter yours too - the compiler will not tell you about this!
Hardware Skinning
Skeletal animation can now be driven using vertex programs
Number of bones limited only by your target vertex program version
General purpose projective texturing. Projective texturing was possible in Ogre before, but it required you to manually set up the texture matrices. Now there is a simple 1-method call which allows you to link a texture unit to a Frustum instance, and it will automatically sync the projection of the texture with changes to the frustum.
Node/SceneNode enhancements. You can now make a node automatically track (constantly look at) another node, and all transforms now take a 'transform space' parameter to make it easier to perform transformations relative to any space.
Skeleton instances. The sharing of skeletons between multiple animated objects has been made more flexible so that you can now more easily hook up external effects on the bones on particular instances of that skeleton (in entities); applications such as manually controlling bones or ragdoll simulations benefit from these enhancements.
External Texture Sources. You can now register external texture sources in order to feed texture data in from another source; this has been used to render video through a texture for example, although the technique can be used for many other things.
Updated GTK demo showing you how to embed an Ogre window in a GTK application.
Added an offset (parallax) mapping example to the Dot3Bump demo, along with a normal mapped statue
Mac OSX now supports Cg so the plugin has been enabled
Introduced the Frustum class as a superclass of Camera, abstracting many of the features so they can be reused in other situations like texture projection.
Updated Blender and Lightwave exporters
SubEntities can now have their visibility toggled individually
Hardware occlusion query support
Animation looping can now be disabled on AnimationState
Bugfixes:
Too many to list individually; please read the CVS log for a full account.
v0.13.1 (1 March 2004) - Maintenance Release
Enhancements:
Updated Blender exporter, now includes a GUI and full skeletal animation support
Bugfixes:
Removed redundant Demo_TechDemo.vcproj link from Ogre.sln
Removed the forced normal normalisation code from the D3D renderers, it is not required so long as the models have unit-length normals, and this is now fixable on a per-Entity basis. Including this code in the render system caused some state management problems with SceneManager.
D3D7 now correctly records all capabilities (inc cubemapping, anisotropy)
Fixed a bug with multiple attachments of objects to bones. Previously attached objects were not always properly visible and/or did not move correctly.
Fixed a crash bug with ConfigFile when an empty value was specified
Win32Input8::capture() should not capture input types which are disabled
Fixed Wings exporter 'v' texture coordinates
Fixed AxisAlignedBox::scale
Particle fix, could result in stuttery particle emission in some cases
Fixed a couple of problems with the pass map custom sort handler which resulted in "Error inserting new pass entry into SolidRenderablePassMap" assert.
Small refapp fix for segfault when using objects without an ODE body
Fix for HardwareVertexBufferBinding::getNextIndex not incrementing the next index properly.
Added pthread check to configure.in
bootstrap now deals with automake 1.8
Relative mouse coordinate fixes on linux
v0.13.0 (18 January 2004) - Major Release
Changes since 0.12.3:
Major material upgrade! This is a subsection of it's own..
Support for vertex and fragment programs (shaders), including:
Low-level assembler programs under D3D9 (vs_1_1, vs_2_x, ps_1_x, ps_2_x) and GL (NV_texture_shader, NV_register_combiners, arbvp1, arbfp1, ATI_fragment_shader)
High-level program support via plugins, so far we support Cg and D3D9 HLSL. Cg compiles down to D3D and GL assembler, and includes converters to non-assembler formats including NV_register_combiners and ATI_fragment_shader so you can write a single program for all targets.
Support for automatically updated parameter bindings such as 'object space camera position', 'object space light direction' and many more
Programs can be defined and reused many times with different parameters, all through .material scripts
Materials now support multiple 'techniques', which can be used as automatic fallbacks for older cards which don't support the requisite features for your preferred shading approach
Material LOD - you can tell materials to change technique over distance to save rendering power on distant objects; this is subject to the same control parameters (camera bias and entity bias) that is used for mesh LOD so you can tweak it heavily
Scriptable multipass rendering; you can now specify multiple passes in one material if you wish, and those passes can also be iterated once per light automatically, and the engine will call the pass with each nearby light
The .material script format has been extensively upgraded to handle all these new options; however if you have 0.12.x or previous scripts you can automatically update them using the OgreMaterialUpgrade tool
Light management upgraded; you can now have an unlimited number of lights in the scene, and OGRE will pick and use the 'n' closest lights ('n' is configurable per pass in the material scripts) which are within their attenuation range when rendering an object. This makes light management much more practical, especially when using vertex and fragment programs. As mentioned above, passes can even be configured to iterate using the 'n' nearest lights.
More texture formats supported: we now support 1D textures, compressed textures (DXT formats), volume textures (true 3D textures, not just 6 faces like cube maps), and loading all of the above from the .dds format, even in GL.
XCode IDE support on Mac OSX
Precompiled header support on VC6 and VC7, this makes compilation a lot faster.
Updated 3DS and Maya exporters
Frame events can now be raised externally, which makes it easier to update the internal state of particle systems, controllers et al when you're running your own rendering loop instead of using Root::startRendering.
Texture filtering can now be controlled more finely by optionally setting the min, mag an mip filter instead of one abstracted filter type.
Fonts now look cleaner, texture size has been optimised and filtering tuned
The 'v' texture coordinate has been flipped so that the origin is now in the top-left, this removes the need to flip textures and improves loading times as well as making compressed texture support feasible. The .mesh format will be converted on the fly automatically, but you should use OgreMeshUpgrade to fix it permanently
v0.12.3 (4 January 2004) - Maintenance Release
Changes since 0.12.2:
Fixed a problem with overlay sizes when using multiple render targets
Fixed a bug with frame rate stats when using multiple render targets
Fixed a few boundary conditions in the mesh LOD generation which could cause crashes
GL render system now pumps events properly in Windows
RenderTarget::writeContentsToTimestampedFile erroneous characters removed
Compatibility with new STLport version (4.6)
Fixed a few memory leaks in D3D
Fixed a buffer overrun problem in TextAreaGuiElement when using '\n'
Fixed a precompiled header option which sneaked into 0.12 in VC6 OgreMain
v0.12.2 (21 November 2003) - Maintenance Release
Changes since 0.12.1:
Blender exporter updated; now supports the latest version of Blender, and also supports animation
Wings3D exporter updated, now supports the new uv exporting format of 0.98.16b
Fixed bug in BspIntersectionQuery which caused intersectins to be reported between entities and the world when collision was disabled
Meshes exported with more than 4 bone assignments per vertex now have their weights rebalanced to just 4 automatically on conversion to .mesh
Fixed a bug in Quaternion::Slerp which resulted in a non-unit Quaternion being returned sometimes when the 'shortestPath' option was used. This manifested itself as oddly scaling bones when animating an entity
Fixed a bug in ray / plane intersection where it was incorrectly concluded that the ray was parallel to the plane
Fixed some D3D memory leaks
Fixed some Mesh automatic loading and unloading issues
Colour values in XML files are now parsed as r,g,b,a instead of a packed long
v0.12.1 (12 October 2003) - Maintenance Release
Changes since 0.12.0:
Added new, improved Maya exporter from macross and fifty1
Fixed bug in the TerrainSceneManager where we were locking a write-only buffer for reading
Added lines in bootstrap to make sure the correct versions of auto* tools are used on Gentoo
Fixed screenshot taking bug in Direct3D9 on some older cards
Fixed bounding boxes on skeletally animated entities with other entities attached to bones
Fixed particle display problem in VC6 release mode
Fixed links in tutorials index
Fixed bug in BillboardSet::removeBillboard and getBillboard when indexing a billboard in the latter part of the list
XMLConverter now deals with multiple texture coordinate sets properly
Fixed minor issue in StringConverter's quaternion handling
NatureSceneManager now clears down terrain data properly
New option in ConfigFile to turn off trimming of values, used in loading ogre.cfg since some ATI drivers have a trailing space
v0.12.0 (23 September 2003) - Major Release
Changes since 0.11.0:
Complete overhaul of core geometry usage resulting in optimised use of hardware vertex and index buffers, providing significant speed boosts on all cards, typically of between 50 and 200% depending on the application. ATI 9500+ cards on DirectX9 will see particularly large increases (often five-fold) due to their particular affinity to this approach.
Geometry structures redesigned to support the above and also to provide the basis for vertex and pixel shaders. This will not affect you unless you manipulated geometry structures such as the old GeometryData directly - those who did should read about the details of the changes.
Transparent materials no longer assume that depth writing needs to be off, this setting was causing some problems with those using alpha blending. Those of you using transparent materials which do need depth writing to be turned off will need to set it in your material scripts
DirectX 8 rendersystem retired, the current DirectX rendersystem is now DirectX9, with legacy cards supported through the DirectX7 rendersystem or OpenGL
Support for cubic textures and cubic reflection mapping added
Support for DOT3 bump mapping added
Significant speed improvements on rebuilding bezier patch surfaces, changing detail level is now a lot faster
Binary .mesh format updated - please run 'OgreMeshUpgrade' (from Tools/MeshUpgrader) on your old meshes, they may not work properly unless you do this
OgreXmlConverter now includes parameters to allow you to generate LODs as you convert
Mesh serializer now rationalises bone assignments so that only 4 are included per vertex
DTDs for .mesh.xml and .skeleton.xml added
Added Gtk platform manager with support for ogre as a Gtk/GL widget
3D Studio Exporter now supports IK and Biped
Lightwave converter added
Wings3D converter added
Memory leaks with controllers removed
Visual real-time profiling tool added
Many bugfixes and minor enhancements
v0.11.0 (18 June 2003)
Changes since 0.10.0:
SceneQuery introduced; a generic way to query the SceneManager database of objects and world geometry in a way which is optimised per scene management technique but transparent for the client application. Currently only IntersectionSceneQuery is implemented but RaySceneQuery, SphereSceneQuery and others will soon be available too
ReferenceApplication introduced; this is a new library which sits on top of the main OGRE library in order to provide a reference implementation of combining OGRE with other libraries for use in a full application. Currently combines OGRE and ODE to provide an easy to use collision and realistic physics system, utilising the new SceneQuery functions for generic collision detection. Object to object collision is currently supported, together this object to world collision for the BspSceneManager (ie collision against Quake3 levels), see the BspCollision demo for an example. Per-object friction, bounciness and mass parameters are all definable, also most of the ODE joint types ie ball, hinge, hinge2, universal. World collision for the terrain managers will be added shortly.
Many structural enhancements to the GLRenderSystem, including an extension manager, separation of window creation etc into a GLSupport class (to enable platform specific window management). Win32GLSupport added so Win32 no longer uses SDL for window management.
Hardware mipmap generation supported in GL 1.3+
New demos: BspCollision and Demo_Water
RenderTargetListener now supports pre and post Viewport update events
RenderSystem now supports anisotropic texture filtering and dot3 texture operations
Significant updates to the 3D Studio Max exporter, now very mature
Added 3 more basic mesh exporters / converters: Maya, Wings3D and VRML 97
Attaching objects to a skeleton: any MovableObject (entities, particle systems etc) can now be attached to any bone on an entity, and will move correctly with the animation
XMLConverter can now generate / update LOD information for meshes too
Bones can now be manually controlled in combination with animation tracks much more easily, allowing you to do things like tilt a characters head toward a target while playing other animations, make a character bend at the waist etc.
New particle affectors: ScaleAffector (particle resizing) and ColourFaderAffector2 (dual-state colour affector which changes behaviour based on a particle's TTL)
Alternative terrain engine added (NatureSceneManager), supports paging and very large areas
Significant speed enhancements to Node, in particular skeletal animation is now many times faster for large skeletons
Interface breaking change since 0.10.0: SceneNode::createChild now returns a Node* rather than a SceneNode*, you will have to cast it. This was to resolve virtualisation problems
Platform-specific Timer classes and general timing improvements mean that accuracy and consistency is much better
Rendering to texture now supported in GL as well as D3D
SDLRenderSystem renamed to GLRenderSystem
Python support resurrected, Linux only for now due to Boost problems with VC
Gui enhancements, including pop up menus and scrollable text areas and being able to #include in .overlay files to reuse definitions (NB: the event and gui classes will shortly be moved into a separate plugin)
Added ability to switch between buffered and unbuffered input on demand
VC++.Net 2003 support added
MaterialSerializer for writing .material scripts from an in-memory version
Many bugfixes, including the removal of all remaining memory leaks
v0.10.0 (28 Feb 2003)
Changes since 0.9.7:
Major speed increases for large scenes. Scenes with more than 1500 objects are now feasible at high frame rates.
3D Studio Max 4 / 5 script for exporting meshes and skeletons to XML (which can then be converted to binary using XMLConverter)
Major updates to the Python bindings
Added UserDefinedObject to allow references back to external app objects from OGRE objects
Experimental Direct3D 9 Render System
Skeletal animation now supports additive blending of multiple animations as well as average blending
Bugfixes & small feature enhancements
v0.9.7 (26 January 2003)
Changes since 0.99f:
Mac OSX support added
Mesh LOD support: both automatic algorithmic detail reduction, and manual LOD assignment
Milkshape exporter extended to support generation of LODs
Rendering to a texture (supported in Direct3D only for now, GL support to follow)
Screenshot support
DevIL now used for image loading / saving
Blender export script
Initial GUI support and buffered input support
Updates to the Python exports
A few vector / quaternion optimisations
Linux / Mac 'install' target paths rationalised
Bugfixes (including GL lighting and texture effect problems, many memory leaks fixed)
Version numbering change (to more standard format)
v0.99f (1 December 2002)
Changes since 0.99e:
Terrain rendering through the OctreeSceneManager subclass TerrainSceneManager, including detail texturing and vertex colouring options
Overlays can now have pixel metrics as well as relative metrics, and can be flexibly aligned
New debug overlay
Curved sky planes (fog-friendly alternative to sky domes)
Animation tracks can now scale nodes as well as rotate and translate
Depth bias now available as a material option, for doing decals
Stencil buffer operations now supported
RenderQueueListener allows custom filters to be plugged in, compositing operations to be performed
New version of 3DSMax exporter
Many bugfixes (as usual)
v0.99e (25 October 2002)
Changes since 0.99d:
Overlay support (HUDs, menus)
Font rendering
Octree scene manager added
XMLConverter allows conversion of .mesh and .skeleton files to XML (XML to .mesh and .skeleton is not finished yet)
DirectX 8 render system
Spline interpolation of animation, both for skeletal animation and for animating any SceneNode
Automatic camera tracking, spline animations can be used to script smooth camera sweeps
Many bugfixes
v0.99d (5 September 2002)
Changes since 0.99c:
Full Linux support!
Debug memory manager tracing memory leaks
Generic animation support via Animation, AnimationTrack and KeyFrame classes
Skeletal animation on meshes, including multiple bone assignments and animation blending
Updated Milkshape exporter, exports skeleton and animations, can split the combined sequence into many separate animations
Codec structure, used for loading images more generically and can be used for general coding / decoding
Many bugfixes
New tutorials
v0.99c (19 July 2002)
Changes since 0.99b:
Enhancements:
New MeshSerializer class for importing / exporting mesh data, to be used as the framework for all future modelling tool exporters
Milkshape3D exporter provided, which uses MeshSerializer to export to the new .mesh file format. This replaces the 3ds2oof utility which along with the .oof is now deprecated, although .oof models can still be loaded. In this version the Milkshape exporter only exports static mesh data without bones or animation.
SceneNode now supports scaling (uniform and non-uniform), including the option to inherit parent scale or just use own
Completely new source code folder layout; should be more obvious than the old one. All dependencies are now included in the code structure to avoid having to distribute binary libraries
Boost added to the Dependencies area
New tutorial added, kindly written by Nicholas Green
Work-in-progress:
Linux makefiles now present, buildable with gcc 3+
SDL / OpenGL render system implementation provided, not totally complete yet but almost there
Skeletal animation classes (Animation, AnimationTrack, KeyFrame, Skeleton, Bone)
Bugfixes:
Math::NEG_INFINITY now correctly defined
ColourValue getAsLongARGB alpha bug fixed
Problems with camera positioning & lookat behaviour when attached to a SceneNode fixed
v0.99b (9 June 2002)
Changes since 0.98b:
Enhancements:
Particle systems implemented, including customisable emitters / affectors through the use of plugins, defining particle system templates through text scripts for easy modification, flexible culling options, flat and oriented billboards for point or directional particles, fast-forwarding of systems to avoid obvious particle system startup, force application, randomised colours & emission angles, randomised velocities and lifetimes and much more.
Billboarding support (used by particle systems, but can also be used on their own to create backgrounds, static light flares etc)
Now builds under VC.Net (VC7), .sln and .vcproj files are now included in the distribution
Zip archives now cache a file index for more efficient retrieval
StringInterface base class and helper classes like ParamCommand and StringConverter now available to make scriptable classes easier to create
Bugfixes:
Several bugs in 3DS2OOF 3D Studio converter fixed, such as exported files including camera & lights (these are now ignored), objects with missing SmoothGroups, and issue with merging multiple objects
Environment mapping bug which caused incorrect wrapping is now fixed
All container 'wrappers' have now been replaced with the original STL class since we are now using STLport and don't have the dll boundary problems present in theMicrosoft STL implementation
SceneNodes now derive their orientation & position on demand if they are out of date
v0.98b (29 March 2002)
Changes since 0.97e:
Material scripts. All materials can now be specified in .material files, which are loaded at startup and can be altered without recompiling your application. Tweak to your hearts content! See the material scripting section in the Tutorials for more information.
Landscape rendering - a ROAM scene manager example implementation is now included in the distribution, together with an example demo. Whilst the ROAM approach will not be developed further due to it's relatively high CPU overhead, it serves as an example of how vastly different scene managers can be plugged into Ogre.
Billboarding. Billboards can now be used to create special effects. Particle systems using this facility are under development.
Better culling on the standard scene manager. The standard non-scene-specific scene manager now hierarchically culls movables based on their bounding boxes. A triangle counter monitors culling performance.
Refactored the methods called in the main rendering loop in SceneManager to allow subclasses to modify the behaviour more easily without having to duplicate code.
Better compliance with STL standards. Ogre is now built using STLport on both Windows and Linux, and this has necessitated a closer fit with the STL standard rather than the Microsoft implementation.
v0.97e (16 Feb 2002)
Changes since 0.97b:
Archive driver system is in! Say bye-bye to the Ogre::Archive class and welcome to dynamically-loaded archive codecs!
Two archive codecs are provided: FileSystem codec (works like a normal directory) and Zip Archive codec (works with Zip archives)
Changed all examples and the Indoor Engine to work with the new codecs
Modified the way ResourceManager::_findResourceData returns data: now it takes a pointer to a DataChunk and fills the pointed object with all the data, thus avoiding unnecesary memory copying (and eventually fragmentation)
Some cosmetic changes to the way plug-ins are loaded - no need to specify the extension of the plug-in anymore, and it is registered as given in the Plugins.cfg file. This is because we don't want to load a Dll two times - the first time as [PluginPath]\PluginName.dll and the second time as plain PluginName
Cosmetic changes in projects and workspaces. They should give no error when compiling and you shouldn't need to create the necessary directories yourselves
The Resources folder has changed. The two .oof models and their textures now reside in zip archives to reflect the usage of the new Archive codecs.
v0.97b (6 Feb 2002)
Changes since 0.96b:
Added some more standard Controller objects to allow easy texture scrolling, rotating and scaling. Added support for these to the Quake3 renderer .
Wave-based controllers allow texture modifications (among other things) to be based on wave types rather than just constant effects
Added more friendly error dialog when an unhandled exception is thrown
Fixed a couple of bugs in the config dialog which causes crashes
Fogging enabled - scene-wide or customised per material
v0.96b (6 January 2002)
I've changed this log a little to be more concise regarding changes made between snapshot versions.
Changes since 0.95b:
Animated tetxure support. Each texture layer can have multiple frames, with one being active at a time.
Controller architecture. Controller allow object properties to be updated based on other events or values whilst only loosely coupling the source and destination objects together. In this version Controllers are used for animating texture layers by setting the active texture frame based on a frame timer object.
Quake 3 .shader script support. Animated textures, multilayer textures etc now being loaded in. No scrolling, rotating or stretching effects yet though
Skyplanes, skydomes and skyboxes are now supported
Major improvement in rendering speed thanks to a far smarter render state management approach.
Transparent objects now always render correctly when in front of solid objects.
6 January 2002
Most bugs in shader parsing sorted out. A few shader effects are not supported yet, but most are there and look good. Texture coordinate modifications are missing for the moment, but environment mapping is in (albeit a little different from Q3A's method - I chose to use cameraspace reflection vectors to produce the effect because these are hardware accelerable, whilst Q3A's method of using the vector from camera location to vertex is not), as are all the shafts of light, animated flames etc.
No MD3 models are being rendered so there are a few blank spots in the level where a gargoyle, wall sconce etc should be. I'm not going to implement this for now, I've proved the point I wanted to prove which is that Ogre can handle this type of scene well. It's just a few Q3-specific details which are missing which is no big deal, I never set out to produce a working copy of Q3A.
I will be releasing another snapshot based on this codebase, and also will release binary demos of all the examples.
Next: texture coordinate modifications, extensions to the controller classes. Then particle systems.
5 January 2002
Skydomes and skyboxes are in and working, giving you 3 types of sky to play with. Skyboxes are for static, wrap-around environment textures like space, whilst skydomes are like skyplanes, but curved.
Quake3 shader script conversion is going well, Ogre loads in the .shader files and converts them to Material objects as required, meaning that you can now see flames, shafts of light, TV screens etc inside Ogre. Animated textures are being loaded but not animated yet - I'm going to try and get animation working within a nice generic OO controller framework if I can rather than bash out a single-use approach.
One thing I've noticed now the sky is being displayed is there are 'sparklies' around the curved surfaces visible mostly when there is a light-coloured sky. Damn. It appears the points generated from the bezier patches don't quite match up with the surrounding static geometry, meaning there are small gaps. This is a TODO.
I still need to fix the odd crash point and a few shaders aren't being loaded properly. Also environment mapping needs a bit of work since Quake3 bases them on camera position -> vertex rather than camera eye vector -> normal, which means they look wrong. I should alos render the 'models' in the level i.e. geometry that doesn't have lightmaps like gargoyles.
27 December 2001
Skyplanes are now working. You can now create a plane which is at contant distance from the camera at and orientation for use as a sky. I'll be moving on to skyboxes imminently which will allow full wrap-around skies.
I have also totally revamped the example code that is included with the engine. Instead of the single TestApp project, there is now an Examples folder with multiple projects under this which demo each effect. I have also created an object-oriented framework for the examples too, meaning they are now a lot better structured and hopefully better to understand.
I also intend to release some binary demos soon so people can quickly see what the engine is capable of without having to build from the source. The good news this week is that I just did a Release build of the Quake3 level renderer, and it runs at a very sweet 170fps in windowed mode on my Athlon 1Ghz and GeForce 2. In fullscreen mode at 1024x768 at 32-bit colour it still manages between 50 and 80 fps. I'm very pleased indeed. I would like to tidy up some of the missing textures before I do a binary release so I'll be sorting out the skybox support and other texture effects first.
24 December 2001
Refactored the entity rendering routines in the base SceneManager class to make them easier to reuse in subclasses.
Material class enhanced to contain all the other render settings such as depth buffer parameters, culling modes, texture filtering etc. It is now possible to drive all the rendering settings via the Material class now so that no calls are required to the RenderSystem class. This makes the settings more intuitive to use, and ensures that you can have different settings per object if you want by assigning different materials, and the SceneManager controls the changes to the rendering settings.
Major rewrite of SceneManager::setMaterial and added RenderSystem::_setTextureUnitSettings (used by the former) so that only changes to the material settings are sent to the RenderSystem. This ensures that rendering state changes are minimised and that custom settings are reset only when required. This has improved the framerate across the board by about 50%. A further optimisation which is still to be made is ordering the materials in the render sequence to minimise the render state changes still further, e.g. scheduling 2 materials that have the same layer 0 texture but different layer 1 textures next to each other.
Started adding sky plane and sky box support to the SceneManager class, but this is not yet functional.
Merry Xmas!
4 December 2001
General Bezier Patch support through the PatchSurface class.
Quake3 level loading uses curved surface support to display Q3A's bezier curves. Custom shader scripts still to be done.
IMPORTANT: To compile & run the TestApp demo application you will need to change line 414 of WinMainTest.cpp to point at your Quake3Arena pak0.pk3, since I can't distribute Q3A levels and textures for size and copyright reasons.
11 November 2001
First Quake3 level rendering release. No support for shader scripts or curved surfaces yet.
12 October 2001
Modified the material blending routines to make it more reliable to fall back on multipass rendering whilst preserving all the correct effects. To do this I had to simplify the basic multitexture blending operations which automatically fall back to multipass, and require that the application explicitly specifies a fallback blend multipass operation if it chooses to use the more complex blending modes which are only available under multitexture hardware. I hope by doing this I keep it simple for most cases (people normally use jusy ADD, MODULATE, REPLACE or ALPHABLEND anyway) whilst still allowing complete flexibility for those who like to tinker with the obscure modes.
Decided to make another point release even without the finished Quake3 stuff because there's so much that's useful.
9 October 2001
Object/scene blending operations (as opposed to multiple texture layer blending on the same object) support has been added, allowing new effects like transparency.
I keep getting distracted from my Quake3 level work but I am progressing - the reason why I switched to this subject is that I realised my fallback technique to multipass rendering when not enough multitexturing hardware was available was not correct, and in order to be able to fix it I needed these new blending options. I'm now wondering whether to fix the multipass fallback now I have the tools or to leave it until later. Right now, if you use more texture layers than the hardware supports in a single pass, things won't look right. I'll get to it.
6 October 2001
Ok, remember the problem from 16 September re texture coordinates and confusion over whether (0,0) was the top or bottom left corner of the texture? Well it turns out that once again Direct3D is the odd one out, and 3DS is actually using the more common convention, i.e. (0,0) is the bottom left corner. I have therefore changed the 3ds2oof routine back to how it was before (using 3DS UV corrdinates directly) and am flipping the texture itself in the Y-axis when loading it in the Direct3D texture implementation to compensate (D3DTexture.cpp). I should have checked more thoroughly before changing things to be in line with D3D, I should have known it would probably be the odd one.
I've done this because I want Ogre to follow industry standards (e.g. right-handed coordinates, anticlockwise vertex winding) rather than Direct3D's viewpoint which is usually the opposite, even though it's Direct3D I'm working on at the moment. I do this because it's what everybody will be used to when they come from maths texts or modelling tools, and is the same as the OpenGL approach (so the OpenGL port should be easier than Direct3D). I just compensate inside my Direct3D-specific classes (e.g. by flipping the Z axis, changing the culling mode, or flipping the texture as above).
5 October 2001
Progressive updates are being made to the OgreEngineIndoor module in CVS. Quake3 levels are being loaded and coversion is in progress.
I have also fixed a couple more bugs: the ColourValue class was implementing colours a little too bright and wrapped around to black when pure white was specified. This has been fixed. In addition, the mipmap generation was not generating enough mipmaps under Direct3D because D3DX ignores requests for the number of mipmaps and generates as many as required to reduce to a 1x1 texture. This caused smaller mipmaps to be black and thus textures would wink out at long distances. This has been fixed.
16 September 2001
Slow going due to moving house. However, fixed a problem with texture coordinates as converted from 3DS using 3ds2oof - I just realised that 3DS uses UV coordinates where V=0.0 is at the bottom of the texture map, instead of the top as with everything else! That explains the strange textures on some models. Fixed 3ds2oof to make V=(1.0 - V) during the conversion. Reconvert your models!
29 August 2001
Ogre now supports loading of resources from more flexible locations, including compressed archives (.zip and Quake3 .pk3 files). You can specify a list of search paths and archives which are either general across the whole of Ogre or specific to a resource type (e.g. textures, meshes).
I've also added support for loading TGA images as well, since Quake3 maps use them in places.
I have also dropped support for BMP files. This is because I have had to implement memory-based versions of the image decoders to support loading from archives, and to be frank I couldn't be bothered to implement one for BMP since it's a naff format in my opinion and tied to the Windows platform anyway. Ogre supports JPEG, PNG and TGA which should be plenty of flexibility. Personally I think when you've got PNG (for lossless) and JPEG (for lossy), you don't need anything else.
10 August 2001
Texture blending is now in and working! The new TestApp demonstrates the functionality by loading a base model with a standard texture, then adding a second texture layer and applying an environment map to it. The keys 0-7 change the texture blending mode to show what effects different parameters have.
I'm now moving onto other features; I want to look at Quake3 file loading - there are a couple of things nagging me about managing materials and entities that I'd like to look at but I'd really like to get started on Q3A bsp files now. I also wanted to work on animation, both within models (skeletal animation & bones) and for paths of objects (bezier curves & bsplines), but I just don't have time to do everything I want to! Q3A files first.
5 August 2001
Back from a break for holidays!
The Camera class now allows a SceneNode to override it's position and orientation when the Camera is attached to a SceneNode. This will allow cameras attached to world objects etc.
Started implementing the texture blending operations - the interface is complete, I'm now moving onto the Direct3D implementation. For the moment I'm not worrying about minimising the number of times that changes to blending parameters are made during a frame - I'm still concentrating on minimising the texture changes, which is the main overhead anyway. More optimisation will likely come along with new SceneManager subclasses.
21 July 2001
The Camera class now uses quaternions too. Camera rotation is a lot more concise now (instead of storing & trying to update 3 vectors I just have a single quaternion) and is more predictable and hopefully more flexible for the future.
You can attach a Camera to a SceneNode (this is meant for use in having cameras tracking other objects in the world) but I have yet to implement this - I intend now that they're both on the same basis that if you choose to attach a camera to a scene node then the SceneNode overrides the camera's own position and direction, and maybe even that they update each other (so telling a camera to look somewhere would update the orientation of it's SceneNode too).
19 July 2001
Updated SceneNode class to use quaternions internally for all orientations / rotations. This should both be faster and give me more flexibility for the future. Also added a lot more manipulation routines the SceneNode class which were sorely lacking before if you wanted to move stuff around. The Camera class still uses matrices internally but I intend to change that so that a Camera depends on the SceneNode it is attached to for positioning rather than doing it itself. To this end I will need to add extra features to the SceneNode class to replicate functions like lookAt(), which is ok since this will be handy for pointing other objects at each other too.
17 July 2001
Fixed an issue with the 3ds2oof utility - it now generates vertex normals based on smooth groups rather than just averaging based on the faces which use the vertex. This removes artefacts along model 'seams' e.g. the point where a texture wraps around on the model.
Reimplemented environment mapping using the new Material::TextureLayer structure. Started work on adding more manipulation features to the SceneNode class (body code still to do).
4 July 2001
Python now has full access to the engine, and it's working great. I've also enabled callbacks into Python from the engine, so you can register a Python class as a listener for frame update events so C++ calls Python every frame. Nice.
Future Python developments include an embedded version of Python in Ogre so you can build a compiled application which still used interpreted scripts for some things - this will be useful for level scripting etc where the script can be kept in the level data. For now though I'm going back to developing the core engine features .
20 June 2001
Spending an awful lot of time exposing all the necessary objects and their interfaces to Python (up till now I have it working but only a few interfaces were exposed). About 90% there now, with a few issues to iron out - I had to extend the compiler heap limit to get it to compile so far since the heavy usage of templates puts a great strain on the compiler memory usage. In a few days I should be in a position to do all my engine testing through Python as well as through a custom C++ application (currently TestApp).
13 June 2001
Added FrameListener and FrameEvent classes in order to represent the frame update callback functions in a more object-oriented way. User applications now extend FrameListener and register their interest in receiving frame events - this is based on the Java model of event listening. Note that a boon of this method is that Boost Python allows you to extend existing C++ classes so this provides a perfect mechanism to have C++ call Python scripts when events occur.
I intend to extend this pattern to other events like collisions when I implement them.
10 June 2001
Changed from using SWIG to Boost Python for Python script integration. I changed because Boost Python supports C++ features much beter (including catching C++ exceptions and turning them into Python exceptions, support for namespaces and overloaded operators), it integrates better with my build cycle (doesn't require a separate generate from interface files and can be built directly into the library), and is more up-to-date with the latest Python libraries. I was finding that SWIG's emphasis on pure C as opposed to C++ was getting in the way, and Boost has definitely addressed this.
Introduced PythonLink class to expose classes to Python.
7 June 2001
Implemented Python integration using SWIG (Simplified Wrapper and Interface Generator). You can now start and initialise Ogre from a Python console and drive it interactively. More work required to expose the full interface to Python however.
31 May 2001
Cut over to CVS - CVS repository is now up and running at SourceForge.
20 May 2001
SceneNode class integrated with Entity / SubEntity classes. Working basic scene graph. Also reimplemented my previous hack using DirectInput as a proper platform-specific user input class - added the OgreUtility module for this purpose.
15 May 2001
SubEntity implementation complete, together with customisable Materials at the SubEntity level. Material usage by SubEntities is now indexed by the SceneManager so that rendering can be grouped by Material such that as few as possible render state changes take place. Note that this does not currently deal with transparency.
13 May 2001
Bugs with the new Mesh loading routines now ironed out.
24 April 2001
Implemented Mesh, SubMesh and MeshManager classes for loading Ogre Object Format files (converted from .3ds using the Ogre 3ds2oof tool). Decided to allow the original 3ds mesh to be broken down into chunks specific per material or grouped as a whole depending on requirements. The 3ds2oof utility makes a goos guess as to what is best, based on the percentage of the vertices each SubMesh uses out of the whole model - the lower the percentage the greater chance it will have a dedicated vertex list rather than sharing the whole since that saves sending unnecessary vertices to the pipeline. However this can be customised with parameters since you may want to use vertex buffers where it's more efficient to store 1 buffer even if you only use parts of it.
1 April 2001
Began overhaul of Mesh loading routines.
30 March 2001
Switched to Doxygen for document generation since ccdoc still doesn't support namespaces. Doxygen is better at cross-referencing anyway and draws nice diagrams.
24 March 2001
Added JPEG loading support, and moved this and existing image loading code (PNG) into the Image class. BMP loading is still supported but only on Windows platforms so this is still residing in the D3DTexture class as a special case.
Improved the handling of non-square textures on hardware that supports only square textures. The image is now stretched into the square area so that the relative texture coordinates are still valid and no black bands appear on the model.
23 March 2001
Multiple viewports per window is implemented and working Ok. Z-Order also applies so picture-in-picture views are possible by placing a smaller viewport on top of another larger one.
11 March 2001
Changed the default mechanism for supplying vertex components (position, normals, texture coords, colours) to the RenderOperation class. They were previously assumed to be part of the same buffer with flags indicating which were present. However this was too restrictive and prevented you using entirely separate memory areas for different components, and adding extra components to vertices on the fly.
Instead the RenderOperation class now takes pointers for each component, and a 'span' value determines the gap between each value. This allows you to use separate buffers if you like, but also use a combined buffer if that suits you (by using the 'span' value to skip over values in between).
6 March 2001
Implemented a 3DStudio conversion tool that works directly from the .3DS files rather than from ASCII exports (as previously) or from a MAX plugin as some others do, which requires a 3DS license. I based my code on an existing open source routine but I have exteded it since it had a few shortcomings. The tool is called '3ds2oof' because it converts 3DS files to a proprietary format, .OOF (Ogre Object File). This is because it's more efficient for me to do extra processing at conversion time like calculating bounding boxes, splitting vertex buffers, strippifying etc (not that I'm doing all this yet, but I can) rather than at load time as I would have to do if I loaded direct from 3DS inside Ogre.
1 March 2001
Over the last 2 weeks I reimplemented my interface to the DirectX rendering pipeline in the new Ogre structure, under the D3DRenderSystem class. Rendering requests are now packaged up in the RenderOperation class, giving me more flexibility on how rendering requests are submitted and handled. Now all the support classes (mesh loading, scene management) are needed.
11 February 2001
I've been picking apart the platform dependencies in Ogre so it'll be more portable. I'm also making it flexible enough to handle any number of rendering windows and viewports within thse windows, and also giving you the choice of an automatic rendering loop (max frame rate) and a render-on-demand interface much like you would need for an application like a modelling tool where you want to free up cycles when things don't move and frae rate isn't the most important thing.
I now have a nice hierarchy crossing the OgreEngine and OgreWin32Platform modules, with functionality broken down into RenderTarget, RenderWindow and Win32RenderWindow classes. Other platforms can be implemented later, just replacing the Win32RenderWindow maybe with XRenderWindow or MacRenderWindow.
29 December 2000
Ogre development starts again after almost a year's break while I finished my degree. Lots of research and design work at this stage to work out how I should structure the object model.