Changelog History
Page 1
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v1.4
July 24, 2020 -
v1.3.1
July 23, 2020 -
v1.3
July 15, 2020 -
v1.2
July 14, 2020 -
v1.1
June 16, 2020 -
v1.0
June 05, 2020 -
v0.3.0-gamma2
November 21, 2019๐ Example 22 now raytraces Mitsuba scenes with Radeon Rays 2.0, only 1 light supported for now.
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v0.3.0-gamma1
June 07, 2019๐ Asset Pipeline finally merged, now you can load models and images in threads while maintaining a cache safely.
๐ All Vulkan and OpenGL supported texture, storage image and vertex color formats are supported, and there are C++ inline functions to convert between most formats not covered by patents.
sRGB Framebuffer is now used and images are loading and reporting their color formats correctly.
โก๏ธ Most dependencies done as submodules, CMake configure script updates them as needed.
๐ If git, CMake, Python, PERL, OpenGL (and NASM on Windows) are present then this is an easy 3 click build.๐ New CEGUI and Bullet middleware integration examples, with a framework for future extensions provided by @manhnt9.
Minor things:
- Smooth Normal computation by @Przemog1
- Our own
smart_refctd_ptr
that mimicksshared_ptr
without the overhead and memory cost - Precompiled Headers are used on the Irrlicht and IrrlichtServer targets
- โ Got rid of >50% of the compiler warnings when compiling the library
- ๐ง Linux now builds with Ninja and CodeLite
- Allocators used for many many things (can now have custom allocators back ICPUBuffers and Memory Files)
โ WARNING: As this is a pre-release, the convert2BAW tool is not operational yet!
-
v0.3.0-epsilon1
June 10, 2020๐ Over 1000 commits have been added since the last release, API has changed significantly and powerful features were added:
- Full access to all Vulkan GLSL input/output types
- Compute Shaders without raw-OpenGL hacks
- SPIR-V shader ingestion
- Shader Compiler and Processor
- C++ templated image filters
- Virtual Texturing
-
v0.3.0-delta2
December 09, 2019๐ฑ You can add more GLSL Includes to IGLSLCompiler.cpp and more IAssets to CNullDriver.cpp