All Versions
13
Latest Version
1.4
Avg Release Cycle
72 days
Latest Release
1697 days ago

Changelog History
Page 1

  • 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 Changes

    November 21, 2019

    👍 Example 22 now raytraces Mitsuba scenes with Radeon Rays 2.0, only 1 light supported for now.

  • v0.3.0-gamma1 Changes

    June 07, 2019

    🔀 Asset Pipeline finally merged, now you can load models and images in threads while maintaining a cache safely.

    👍 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.

    ⚡️ Most dependencies done as submodules, CMake configure script updates them as needed.
    🏁 If git, CMake, Python, PERL, OpenGL (and NASM on Windows) are present then this is an easy 3 click build.

    🆕 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 mimicks shared_ptr without the overhead and memory cost
    • Precompiled Headers are used on the Irrlicht and IrrlichtServer targets
    • ⚠ Got rid of >50% of the compiler warnings when compiling the library
    • 🐧 Linux now builds with Ninja and CodeLite
    • Allocators used for many many things (can now have custom allocators back ICPUBuffers and Memory Files)

    WARNING: As this is a pre-release, the convert2BAW tool is not operational yet!

  • v0.3.0-epsilon1 Changes

    June 10, 2020

    🚀 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 Changes

    December 09, 2019

    🍱 You can add more GLSL Includes to IGLSLCompiler.cpp and more IAssets to CNullDriver.cpp