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April 2010
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Esenthel Offline
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Post: #1
April 2010
-IMPORTANT: changed Vtx3DStandard structure ('bin' has been removed, 'tng' is now Vec4, please check comments on the structure)
-IMPORTANT: vertex input in vertex shaders should now always be handled with VtxInput struct
-IMPORTANT: custom shaders must be recompiled with latest shader headers
-new macro DEBUG_ASSERT
-slightly improved performance of rendering skinned meshes
-fixed missing brush and grid highlight in the World Editor since the last update
-improved thread-safety of building worlds since the last update
-viewport is now activated on start of application thanks to which functions converting 2D<->3D coordinates will now work in Init and Update functions
04-02-2010 02:34 AM
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Esenthel Offline
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Post: #2
RE: April 2010
-released first Beta Preview of DirectX 10/11 thanks to the new "EsenthelEngineDX10+.lib" (tesselation not yet available, drawing physical cloths, soft bodies, fur and cel shading not yet available)
-performance in DX10/11 is generally slower, however it enables faster rendering of skinned characters with more than 60 bones, multisampling working in all renderers (including deferred renderer), alpha to coverage (automatically enabled if multi sampling is enabled or super sampling is set to highest quality - 5), tesselation will be available soon
-fixed displaying physical clothing since the last update
-fixed motion blur effect in the World Editor when Fpp mode is enabled
-minor fixes in window maximization handling
-PAK files can now be associated with Pak Viewer tool which will automatically open them
-PHYS files can now be associated with Mesh Editor tool which will automatically open them
04-06-2010 04:40 AM
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Esenthel Offline
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Post: #3
RE: April 2010
-fixed rendering many point lights in forward renderer (DX9/DX10+)
04-06-2010 09:47 PM
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Esenthel Offline
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Post: #4
RE: April 2010
-IMPORTANT: D.shaderModel now returns SHADER_MODEL enum instead of Int
-multi-sampling is now unavailable in deferred rendering in DX10 (it requires at least DX10.1)
-improved performance of multi-sampling in DX10+
-improved performance of applying lights in DX10+
-new documentation topic "resources/mesh, skeleton, animation relation"
-new parameter in Memx::remove* methods allowing to preserve order of valid indexes of the elements
-added support for theora video playback in DX10+
-added support for drawing physical cloths and soft bodies in DX10+
-added support for Renderer.combine in DX10+ when using multisampling or supersampling
-added new methods in SoftBody class
-child objects of window and region gui objects will now always display with the same looks when window or region moved (adjusted offset of gui parent -> child relation)
-fixed issue of incorrect glow effect when changing display options
-added support for accessing most significant heightmap material at a specified world location thanks to Game::Area::Data::hmMaterial and Game::World.hmMaterial (old worlds need to be rebuilded for this functionality to work)
-new member Material::user_type* (allowing to specify custom type from custom enum "enum/material_user_type")
-new method Gui.passwordChar allowing to change the character used for TextLine's when in password mode
-removed D.availableMem
04-17-2010 02:28 PM
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Esenthel Offline
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Post: #5
RE: April 2010
-fixed volumetric lighting since last release
-fixed loading custom material user type's in Mesh Editor (material editor)
-new method Animation::loop
-fixed setting multiple parameters for world objects
-new function Sort(Memx &memx,...) and method Memx::sort
-new object parameter type OBJ_COLOR
-OBJ_LIGHT_POINT and OBJ_LIGHT_CONE now accept additional parameter "Color color"
04-19-2010 08:15 PM
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Esenthel Offline
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Post: #6
RE: April 2010
-IMPORTANT: custom shaders need to be recompiled
-new methods D.tesselation,tesselationDensity (allowing to enable mesh smoothing on shader model>=5) - beta, smoothing is done basing on the vertex normals (bump maps are not yet used)
-new tutorial "demos/tesselation"
-new Mesh Editor menu command "Mesh\Set Vertex Color Alpha.."
-new method Mesh,MeshLod::setVtxColorAlpha..
-small changes in shader/technique api's - shader techniques have been moved outside of 'Shader' class into separate 'ShaderTech' class
-new method Shader::firstTech
-similar shaders are now recommended to be stored within a single shader file as many techniques
-updated "shader combinations" tutorial to present the new recommended shader combination storage
-new methods Edit::World.build
-new methods SoftBodyMesh::save,load
-greatly reduced engine.pak size
-increased performance of loading shaders which have many techniques sharing some of the vertex/pixel shaders among them
-small fixes to fur velocities scaling and fur texture density selection according to matrix scales
-fixed "sound 3d" tutorial by adding missing 'SetMatrix' to properly rotate the 3d sound ball
-fixed displaying clouds in DX10+ when multisampling and sun rays are enabled
-included the information about benefints from having at least 2 lods in a mesh in the "performance optimizations" documentation topic
-small fix to applying water on shader model 2.0
04-25-2010 09:22 PM
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Esenthel Offline
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Post: #7
RE: April 2010
-fixed applying new materials to World Editor heightmaps when the "brush speed" is at low value
-NULL textures are now correctly set as shader resources in DX10+
-improved world heightmap color map calculation for lods
04-29-2010 04:49 PM
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