Irrlicht 1.7 BETA Phase

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
hybrid
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Irrlicht 1.7 BETA Phase

Post by hybrid »

Ok, since a few days we have branched the 1.7 version in SVN, check https://irrlicht.svn.sourceforge.net/sv ... leases/1.7
Moreover, I've uploaded a quickly compiled binary version of this branch, revision 3111 from this evening. You can download it from the usual places http://sourceforge.net/projects/irrlicht/files
Please report any issues with this code as soon as possible via this thread and/or the bug tracker http://sourceforge.net/tracker/?group_i ... tid=540676
The release is scheduled for some day in January, depending on the amount of major bugs reported in the next days.
Last edited by hybrid on Mon Nov 15, 2010 10:50 pm, edited 1 time in total.
3DModelerMan
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Post by 3DModelerMan »

Nice! I didn't get a chance to look over the whole change list. But what are some of the biggest new features?
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
netpipe
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irrlicht rulz!

Post by netpipe »

it would be nice to see cAudio (MIT Licence) make it into 1.7 this time around.
Virion
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Re: irrlicht rulz!

Post by Virion »

tecan wrote:it would be nice to see cAudio (MIT Licence) make it into 1.7 this time around.
impossible. irrlicht is a graphic engine.

Tons of changes, awesome!
Changes in 1.7
- ITimer no longer stops when started twice
- Add hasType to IGUIElement as a dynamic_cast substitute.
- Add another parameter to IGUISkin::draw3DWindowBackground to allow getting the client area without actually drawing
- Add function getClientRect to IGUIWindow for getting the draw-able area
- Fix bug that menus on IGUIWindows with titlebar got drawn too high (id: 2714400)
- Renamed OctTree to Octree
- Allow getting a ConstIterator from a non-const core:list
- Add swap functions to irrMath and to the core classes.
- Deprecate map::isEmpty() and replace it with map::empty() to make it similar to other base classes.
- Allow to set the logging level already in SIrrlichtCreationParameters.
- Add clearSystemMessages to devices (implemented only for Linux and Win32 so far).
- Fix incorrect cursorpos for resizable windows on Windows Vista (found and patched by buffer)
- Change the beginScene window parameter from void* to SExposedVideoData&. This will allow to manage contexts for OpenGL at some point.
- Add bzip2 and LZMA decompression modes for zip loader.
- Add OBJ_TEXTURE_PATH and B3D_TEXTURE_PATH to SceneParameters to allow setting texture-paths for obj and b3d.
- Irrlicht keeps now filenames additionally to the internally used names, thereby fixing some problems with uppercase-filenames on Linux.
- Bugfix: Mousewheel no longer sends EMIE_MOUSE_WHEEL messages twice on Linux.
- refactoring: E_ATTRIBUTE_TYPE and IAttribute have now own headers
- CStringWArrayAttribute speedup
- SceneNodeAnimatorFollowSpline can now loop and pingpong
- Meshviewer.example got some fast-scale buttons.
- Support AES-encrypted zip files. Should work with 128, 196, and 256 bit AES. This addition also adds a new PRNG, SHA, and other algorithms to the engine, though no interface is yet added for them. The implementation of the encryption algorithms is provided by Dr Brian Gladman.
- Added geometry shaders for OpenGL. A first version of the code was submitted by Matthew Kielan (devsh).
- Bugfix: irrArray should no longer crash when using other allocators.
- Add MaterialViewer example.
- Checkbox uses now disabled text color when disabled.
- Changed colors for window-title caption to keep them readable when not active.
- Draw sub-menus to left side if they would be outside main-window otherwise.
- Give ListBox better defaults for the ScrollBar stepsizes.
- Double and triple click events now for each mouse-button. Old events for that got removed.
- Fix adding archives twice, which caused multiple archives of the same name and type covering each other. This one required a texture name change from using backslashes to slashes under Windows.
- Give access to texture mipmaps. You can provide custom mipmap textures upon generation, regeneration, and locking.
Make sure the provided data is large enough and covers all miplevels. Also the returned pointer (from lock) will only cover the smaller data of the mipmap level dimension chosen (level 0 is the original texture).
- Separate TextureWrap mode into U and V fields
- Add mirror texture wrap modes
- windows show now active/inactive state
- remove unneeded drop/grab calls found by manik_sheeri
- fix rounding problem in IGUIElements which have EGUIA_SCALE alignments.
- MessageBox supports now automatic resizing and images.
Deprecated EGDS_MESSAGE_BOX_WIDTH and EGDS_MESSAGE_BOX_HEIGHT
- Let maya-cam animator react on a setTarget call to the camera which happened outside it's own control
- New contextmenue features:
automatic checking for checked flag.
close handling now customizable
serialization can handle incomplete xml's
setEventParent now in public interface
New function findItemWithCommandId
New function insertItem
- irrArray: Fixed issues with push_front and reallocation
Changed behavior for set_pointer and clear, when free_when_destroyed is false
- NPK (Nebula device archive) reader added, it's an uncompressed PAK-like format
- SSkinMeshBuffer::MoveTo* methods renamed to convertTo*
- Multiple Render Target (MRT) support added, including some enhanced blend features where supported
- Directory changing fixed for virtual file systems (Archives etc)
- Fix texture matrix init in scene manager and driver
- More draw2dimage support in software drivers
- Sphere node now properly chooses a good tesselation based on the parameters
- Active camera not registered twice anymore
- Parallax/normal map shader rotation bug under OpenGL fixed
- bump map handling for obj files fixed
- Fog serialization added
- New context menu features added
- Bounding Box updates for skinned meshes fixed
- The current FPS for an animated scene node can be queried now, added some variables to serialization
- Scrollbars fixed
- Fixed 2d vertex primitive method to correctly handle transparency
- Fullscreen handling has been enhanced for Windows, now proper resolution is restored on Alt-Tab etc.
- Cameras can now be added to the scene node without automatically activating them
Clone method added
- New video driver method getMaxTextureSize
- PAK archive reader fixed
- TRANSPARENT_ALPHA_CHANNEL_REF uses modulate to enable lighting
- LIGHTMAP_ADD now always uses add operator
- Some Unicode file system fixes
- destructor of irrString not virtual anymore, please don't derive from irrString
Some new methods added, for searching and splitting
Assignment operator optimized
- new lightness method for SColor
- draw3DTriangle now renders filled polygons, old behavior can be achieved by setting EMT_WIREFRAME
vins
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Post by vins »

Awesome!
ImageImage
devsh
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Post by devsh »

now 1.7 graphics CAN (CAN not DO, cause all we need is you) kick ass
Image
sRc
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Post by sRc »

what exactly is that? :?
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m3ltd0wn
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Post by m3ltd0wn »

wow, that adds more realism into the scene :D

10x for the newest release, i'll update to it as soon as i finish work :P
sRc
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Post by sRc »

I got the idea that it was hardware tesselation from looking at it, I mean what is that object itself :P
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MikeDee
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Post by MikeDee »

wow looking absolutely great !
Halifax
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Post by Halifax »

Devsh get it right and stop making baseless claims. That will never run as fast as the DirectX 11 demo you linked to because the geometry shader wasn't meant for that! It's pipeline is too slow for it. It's "Geometry Shader Tessellation", not "Hardware Tessellation" which is unique to how DirectX 11 requires tessellation to be done in the chip.
TheQuestion = 2B || !2B
Lonesome Ducky
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Post by Lonesome Ducky »

I like bashing devsh as much as the next guy, but I do admire the effort he put in to it, even if it will never be as fast as hardware tessellation.
Bate
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Post by Bate »

So, anything new on when it's gonna be released? :)
Can't wait for it, hehe.
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Post by Halifax »

Lonesome Ducky wrote:I like bashing devsh as much as the next guy, but I do admire the effort he put in to it, even if it will never be as fast as hardware tessellation.
I, myself, admire effort as well, which is evidenced in my past posts of congratulating him, but there is a fine line between not knowing what you are doing and pure misrepresentation of facts.
TheQuestion = 2B || !2B
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