Irrlicht 1.5 released!
Irrlicht 1.5 released!
Thanks to all the Irrlicht team members and of course Irrlicht's great community, Irrlicht 1.5 is out now. Grab it while it's hot
Happy downloading
Happy downloading
Very impressive changelist - you guys rock!
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Great job!!!
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
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Yeah Here's the change list. http://irrlicht.sourceforge.net/changes.txt
But also await for several API breaking changes
Here's a list of problems to cope with:
* Some types changed from s32 to void* for 64bit compatibility
* Camera nodes are now using camera animators instead of separate scene nodes
* If VBOs are enabled for a meshbuffer, you need to call setDirty after changing vertex or index data in that buffer
* Some methods have been renamed, usually the old ones still exist, but are deprecated (so avoid them, they'll be removed in Irrlicht 1.6)
* One of these major renamings: addRenderTargetTexture replaces createRenderTargetTexture, which means that you don't have to drop the texture anymore, but you must remove it from the texture cache
* MaterialTypeParam==0.f is now interpreted as 0, not 0.5, for transparent materials. This means that transparency is really smooth, but if 0.5 was desired you have to make that explicit
* core::string constructors with only one POD parameter are explicit now, so you might have to add core::stringc() around your integers or variables.
* draw2DImage handles RTTs internally now also under OpenGL, so workarounds will flip the images now
* The window pointer for external window rendering has been moved from endScene to beginScene
* Particle Sizes have to be set in the emitter, not in the ParticleSystemSceneNode.
* Collision response gravity and FPS jump speed have to be adjusted
* The FPS cam constructor movement speed is now in units/ms not units/s as in previous versions, so divide the value by 1000.f
* Terrain heightmap and texture are flipped. This will lead to a terrain that has the same origin as the original image of heightmap and texture.
* Some Light properties must be changed via methods from ILightSceneNode now, instead via the SLight struct. This affects radius, ShadowCast, and LightType. Moreover, the initial attenuation has changed back to the old values of older Irrlicht versions.
Ok, I hope that I remembered all things. Will add others once they pop up
But also await for several API breaking changes
Here's a list of problems to cope with:
* Some types changed from s32 to void* for 64bit compatibility
* Camera nodes are now using camera animators instead of separate scene nodes
* If VBOs are enabled for a meshbuffer, you need to call setDirty after changing vertex or index data in that buffer
* Some methods have been renamed, usually the old ones still exist, but are deprecated (so avoid them, they'll be removed in Irrlicht 1.6)
* One of these major renamings: addRenderTargetTexture replaces createRenderTargetTexture, which means that you don't have to drop the texture anymore, but you must remove it from the texture cache
* MaterialTypeParam==0.f is now interpreted as 0, not 0.5, for transparent materials. This means that transparency is really smooth, but if 0.5 was desired you have to make that explicit
* core::string constructors with only one POD parameter are explicit now, so you might have to add core::stringc() around your integers or variables.
* draw2DImage handles RTTs internally now also under OpenGL, so workarounds will flip the images now
* The window pointer for external window rendering has been moved from endScene to beginScene
* Particle Sizes have to be set in the emitter, not in the ParticleSystemSceneNode.
* Collision response gravity and FPS jump speed have to be adjusted
* The FPS cam constructor movement speed is now in units/ms not units/s as in previous versions, so divide the value by 1000.f
* Terrain heightmap and texture are flipped. This will lead to a terrain that has the same origin as the original image of heightmap and texture.
* Some Light properties must be changed via methods from ILightSceneNode now, instead via the SLight struct. This affects radius, ShadowCast, and LightType. Moreover, the initial attenuation has changed back to the old values of older Irrlicht versions.
Ok, I hope that I remembered all things. Will add others once they pop up
Last edited by hybrid on Tue Dec 16, 2008 9:06 am, edited 1 time in total.
Probably my most anticipated release so far, great work
ShadowMapping for Irrlicht!: Get it here
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Let's please be clear that the vast majority of work in 1.5 came from hybrid, luke, and bitplane. I just tagged on the end and grabbed the glory.Yoran wrote:I just want to congratulate the team, especially hybrid and rogerborg!
ALL GLORY TO THE HYPNOBORG!
Please upload candidate patches to the tracker.
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