Esenthel
Administrator
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Version 32.5
new rendering grass in mirror control parameter - D.grassMirror
new hdr parameters - D.hdrWeighted, D.hdrExposure, D.hdrContrast, D.hdrMaxDark, D.hdrMaxBright, D.hdrSpeed
new volumetric light parameters of Directional Lights LightDir::vol_exponent and LightDir::vol_steam
new volumetric light parameter D.volAdd defining method of applying volumetric light onto the scene
new volumetric cloud parameters (hi_res - clouds resolution mode, detail - additional detail texture)
optimized volumetric clouds rendering speed
updated tutorial "rendering/clouds"
moved color transformation methods outside of Display (use ColTrans instead of D.colTrans)
new color transformation ColTransHSB function
improved combining clouds with distant objects on the screen
reduced rendertargets memory usage
added super sampling (D.superSample) technique - anti aliasing compatible with deferred shading (main rederer in the engine)
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10-22-2008 02:47 PM |
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Esenthel
Administrator
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Re: Version 32.1
volumetric clouds moved from Clouds to Clouds.volumetric
new clouds rendering technique Clouds.layered
updated tutorial "demos/day night cycle" and "demos/nature" according to new clouds technique
new tutorial "rendering/layered clouds"
added multi-threaded optimizations for World Editor world loading
added new low quality mode to World Editor's menu
World Editor now produces terrain which renders slightly faster
World Editor works slightly faster on terrain processing
improved handling files with multilpe extensions using WindowIO
added new parameter for random tree creation Mesh::createTree(..., Flt leaf_intensity) determining number of leafs
added new rendering parameter D.edgeSoften which softens edges (fake anti-aliasing), works best mainly in high Super Sampling modes
added new parameter to RadialBlurFx able to specify center of blurring
new member Water::shadows having the ability to disable shadows rendering in water reflection, now by default is false
new function RandomizeOrder which randomizes order of elements in array
new mesh method 'simplify' - useful for generation of LOD's
added new mode in Mesh Editor - Lod
added automatic generation of Mesh Lod's in Mesh Editor
World Editor now automatically generates Lod's for terrain
added smooth reducing number of rendered triangles with greater distance from camera (for example leafs on a tree) by setting Mshc's FadeLod in Mesh Editor - Lod mode
Mesh::createTree automatically sets FadeLod for leafs
enabled mesh lod usage when rendering
updated documentation "tools/mesh editor" - Lod mode, and "programming/performance optimizations"
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10-31-2008 05:19 PM |
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Esenthel
Administrator
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Re: Version 32.2
fixed glitches in Hdr mode
fixed missing Bloom on Shader Model 2.0
changed parameter order in AbsScale function (please revise your codes)
changed default Water color parameter
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11-01-2008 10:30 PM |
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Esenthel
Administrator
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Re: Version 32.3
fixed a bug wich occurs on specific video cards with enabled Hdr, Ambient Occlusion, Ambient Half Resolution and no Ambient Softing
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11-02-2008 02:18 PM |
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Esenthel
Administrator
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Re: Version 32.4
new function DrawLaser
new tutorial "rendering/laser"
new method Actor::addAccel
added new method Gfx::normalToBump allowing to convert normal maps into bump maps
updated tool Converter - added bump<->normal maps conversion
added new motion blur control method D.mtnSmooth determining number of samples used during the blurring
old motion blur mode MTN_HIGH has been changed to D.mtnMode(MTN_HIGH).mtnSmooth(true)
old motion blur mode MTN_ON has been changed to D.mtnMode(MTN_HIGH).mtnSmooth(false)
new motion blur mode MTN_LOW which is significantly faster than MTN_HIGH but uses only Camera velocities for blurring (without object velocities)
slightly increased performance of Deferred Rendering on GeForce 8 and better cards when enabled D.hwDepthBuffer
increased precision of hardware shadow maps
added automatic skeleton lod - dynamic bone animation disabling when too far from camera
new methods CSkeleton::disable, disableChildren
new virtual method Game::Chr::animateFingers
Game::Chr now automatically uses CSkeleton::disable, disableChildren for animation speedup's
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11-07-2008 04:50 PM |
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Esenthel
Administrator
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Re: Version 32.5
Mesh Editor : added automatic texture and material creation while importing .x file format
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11-07-2008 07:13 PM |
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