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January 2010
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Esenthel Online
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Post: #1
January 2010
-IMPORTANT: big performance improvements in rendering system, because of which there are many changes in the rendering handling (please check the updated tutorials and method comments for more information)
-IMPORTANT: Mesh::draw now works differently (it doesn't use automatic frustum culling, it doesn't handle all rendering modes, it doesn't make rendering immediate, instead it adds the mesh to the draw list, and should be called only in new RM_PREPARE mode)
-IMPORTANT: drawing mesh shadows should be handled using new Mesh::drawShadow method in RM_SHD_MAP mode
-IMPORTANT: RM_SOLID_M and RM_SIMPLE modes now shouldn't be handled during rendering because they will no longer be available in rendering (instead of them RM_SOLID will be used only)
-IMPORTANT: lights now must be added only in RM_PREPARE mode
-IMPORTANT: rendering meshes in RM_OUTLINE now should be handled by Mesh::drawOutline (instead of SetHighlight+Mesh::draw)
-IMPORTANT: removed Mesh::render modes
-IMPORTANT: removed Renderer.outlineUse
-IMPORTANT: removed InstancedRenderer class, please use new mesh drawing methods instead
-IMPORTANT: Mesh::drawBlend now doesn't use automatic frustum culling
-IMPORTANT: MeshOverlay::draw now doesn't use automatic frustum culling
-IMPORTANT: grass rendering has been temporarily disabled
-improved edge detect filter to work better with longer viewport ranges, smaller resolutions and flat terrain
-improved edge softening filter
-removed AMB_LOW (fake ambient occlusion)
-improved shadow and ambient occlusion softing
-improved ambient occlusion by reducing black noise dots (especially visible in half resolition and normals selected on curved terrain)
-gui Window::fade now works when window style has blurring set
-simplified tutorial "rendering/armor rendering" according to the engine rendering changes
-increased water speed for rivers in places where the water is flowing downwards
01-05-2010 05:02 AM
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Esenthel Online
Administrator

Post: #2
RE: January 2010
-when importing B3D MS3D DAE X PSA formats into Mesh Editor when a mesh/skeleton is already loaded, the Mesh Editor will ask if import the full file or only import animations to existing mesh/skeleton
-added support for Portuguese language in World Editor (thanks to McTomas)
-game objects can now request solid and ambient rendering modes
-added new documentation topic "creating games\importing character animations"
-added option to import mesh lods in Mesh Editor from existing .mesh files
-added option to create mesh lods in Mesh Editor as billboards (excellent for creating lod levels for distant trees and similar)
01-06-2010 10:19 PM
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Esenthel Online
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Post: #3
RE: January 2010
-adjusted shadow jittering value for different viewport ranges
-improved mesh lod billboard generation to create billboards rotated around zero position (and not mesh center position like before)
-new parameter D.dofHalf allowing to select half resolution buffers for blurring (instead of the old quarter resolution buffers), dofHalf is now enabled by default
-new member D.shadow_step allowing to manually select the fraction of the shadow map splits
-meshes can now hold up to 3 texture coordinates
-up to 3 texture coordinates can now be imported from Collada DAE format
-fixed memory leaks when rendering fur in the water reflection
01-13-2010 10:55 PM
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Esenthel Online
Administrator

Post: #4
RE: January 2010
-improved Collada DAE importer (importing "transform(3)(0)" type of animation channels, and improved importing of animation with non-baked matrixes)
01-14-2010 06:44 PM
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Esenthel Online
Administrator

Post: #5
RE: January 2010
-fixed setting images in Gui Editor through "..." button
-copying windows and regions in Gui Editor will also copy their children
-new menu option in World Editor "view\camera unlock"
-VI.billboardBottom has been removed (please use mesh with lod billboard generated instead)
-new tutorial "rendering/swing trail effect"
01-16-2010 12:19 AM
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Esenthel Online
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Post: #6
RE: January 2010
-added missing "VI.end()" to the "rendering/swing trail effect" tutorial
-copying child objects in Gui Editor will now properly set size and positions for all object types
01-16-2010 05:12 PM
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Esenthel Online
Administrator

Post: #7
RE: January 2010
-improved world editor heightmaps quality by automatically calculating terrain ambient occlusion (menu\heightmap\ambient occlusion)
-new method D.shdReduceFlicker
-MeshBase::displaceZ can now work in bicubic filtering mode
-Image::blur,average will now handle 16,24,32 bit channels in full precision
-objects in World Editor can now be hidden by their type (through menu\view\objects\)
01-19-2010 01:28 AM
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Esenthel Online
Administrator

Post: #8
RE: January 2010
-new tutorial "projects/multiple worlds"
-new methods Game::World::save,load (File &f)
-improved performance of calculating heightmap ambient occlusion
-removed Static::updateArea() method
-updated Chr::pos(Vec &pos) method
01-20-2010 12:17 AM
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Esenthel Online
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Post: #9
RE: January 2010
-added support for Macro textures in Materials (thanks to which distant heightmap textures can be less repetetive)
-improved D.scale
-removed Gui.scale (please use D.scale instead)
-enabled scaling Gui Controls in World Editor (inside Video Options window)
01-21-2010 04:23 AM
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Esenthel Online
Administrator

Post: #10
RE: January 2010
-small fixes in macro textures usage
-fixed simple and single pass renderers
-custom shaders need to be recompiled according to updated headers
01-21-2010 07:07 PM
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Esenthel Online
Administrator

Post: #11
RE: January 2010
-added Ocean into World Editor environment options
-added full support for X360 Controllers (including vibrations)
-material files can now be drag and dropped directly to the Material Brush slots in World Editor
-restored applying mesh overlays onto embeded objects
01-22-2010 02:50 AM
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Esenthel Online
Administrator

Post: #12
RE: January 2010
-added support for automatic mini maps generation in World Editor (menu\build\mini maps)
-new tutorial "game basics/mini maps"
-changed default area size to 64 meters
-importing heightmaps in World Editor now supports 16-bit channel PNG files
-Map class can now use additional "Ptr user" parameter when creating data objects
01-25-2010 03:12 AM
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Esenthel Online
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Post: #13
RE: January 2010
-IMPORTANT: custom shaders need to be recompiled according to latest headers
-IMPORTANT: all shader parameters are now automatically shared between all shader files
-removed SHARED keyword in shaders
-optimized shader management which results in increased rendering performance, which also no longer decrease when more shaders are loaded, and reduced shader file size (engine.pak)
-new tutorial "game basics/Mini Map of external world"
-new tutorial "misc/memory containers - map"
-new method CritSect::owned allowing to check if critical section is owned by current thread
-changed the way of locking elements in Cache containers (elements can be accessed using 'lockedElm(Int i)' method after calling 'lock' method, 'unlock' must be called at end)
-removed D.filterMipMaps
-removed the requirement for setting 'use_multi_material, use_multi_matrixes' in EngineShaderCompile functions
01-30-2010 10:11 PM
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