Have you heared about...
Have you heared about...
.. Irrlicht 0.14.0?
I'm quite eager to see this release, see what more will be there...
... wait, there is no Irrlicht 0.13?
Nope, Irrlicht 0.14.0 is out!
*freakout*
I'm quite eager to see this release, see what more will be there...
... wait, there is no Irrlicht 0.13?
Nope, Irrlicht 0.14.0 is out!
*freakout*
YASS - Yet another Space Shooter
under Devolpment, see http://yass-engine.de
under Devolpment, see http://yass-engine.de
-
Conquistador
- Posts: 340
- Joined: Wed Sep 28, 2005 4:38 pm
- Location: Canada, Eh!
what?!
*stops his torrents and goes to download*
EDIT: I'm getting 3.4 kb/s... that's cool tho
*turns one of the torrents back on*
I'm gonna paste in the changelist:
*stops his torrents and goes to download*
EDIT: I'm getting 3.4 kb/s... that's cool tho
*turns one of the torrents back on*
I'm gonna paste in the changelist:
changelist wrote:
Changes in version 0.14.0 (30 November 2005)
- Irrlicht now includes another video driver type. Together with D3D8, D3D9, OpenGL, the NULL
driver and the Software Renderer, an Irrlicht user now has the decision between 6 renderers:
The new included renderer is The Apfelbaum Software Renderer, an alternative software renderer
for Irrlicht. Basically it can be described as the Irrlicht Software renderer on steroids.
It rasterizes 3D geometry perfectly: It is able to perform correct 3d clipping, perspective
correct texture mapping, perspective correct color mapping, and renders sub pixel correct,
sub texel correct primitives. In addition, it does bilinear texel filtering and supports more
materials than the EDT_SOFTWARE driver. In short: It looks a lot like the already available hardware
accelerated drivers, but without hardware.This renderer has been written entirely by
Thomas Alten, thanks a lot for this huge contribution.
- Irrlicht now supports anisotropic filtering. Use the SMaterial::AnisotropicFilter member or
EMF_ANISOTROPIC_FILTER flag to enable it. I implemented this for all 3 hardware accelerated
drivers: D3D8, D3D9 and OpenGL.
- Irrlicht now supports the recently released new microsoft compiler. Irrlicht versions compiled
with older verions of this compiler can now also be used with the new one, which wasn't possible
previously because of a name mangeling issue.
- All 2D drawing functions can now be used to draw into textures (render targets). This also
means for example that the whole GUI environment can be rendered into textures.
- Irrlicht.NET now supports shaders.
- Irrlicht now loads all textures in 32 bit mode by default. (Previously this was 16bit). To
change this behaviour back again, use
device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
- Irrlicht.NET now supports Particlesystems and Shaders. Thanks to a code contribution
by Delight.
- Fixed a bug in the mipmap generation. Now mipmaps are not that blurry anymore and the rendering
quality has been improved a lot.
- It is now possible to assign a userData int to callback functions of shaders. In this way it
it easily possible to use the same callback method for multiple materials and distinguish
between them during the call.
- Directional lights are now supported in the OpenGL and D3D drivers. To switch on directional
lighting, set the light type to ELT_DIRECTIONAL in the SLight structure.
- Fixed several bugs in the GLSL implementation. Thanks to Michael Zoech for sending in his
improvements.
- For the windows version of Irrlicht, the engine now displays an icon in the program window, if
there is one available in the start path with the name "irr.ico".
- It is now possible to use images with alpha channels on buttons. Use the new
IGUIButton::setUseAlphaChannel() method to enable this feature.
- The scene manager has a new method getSceneNodeFromName() which finds a scene node by its name.
- It is now also possible to attach scene nodes to joints/bones of sceletal animated .x files.
(Using IAnimatedMesh->getXJointNode() ). This was previously only possible with milkshape models.
- Billboards now draw their bounding box when debugdata is set to visible for them.
- Lights now draw their bounding box and raduis when debugdata is set to visible for them.
- Upgraded to irrXML 1.2. Thanks to some hints by Patrik Müller, irrXML, the XML parser used
by the Irrlicht Engine now has CDATA support and some other useful new features.
- Support for VisualC++ (Express) 2005. Added a project file and a IrrlichtPropsVC2005.vsprops
file which sets the no deprecate define and adds needed libraries.
- Fixed size of the bounding box of billboards.
- Billboards are now culled too by default, increasing rendering speed a bit.
- Fixed a bug which caused the .ms3d loader to crash when loading .ms3d files without materials.
Thanks to sdi2000 for posting this.
- Fixed a bug causing the possibility to crash when destructing the scene graph or a
scene node with children.
- Fixed some bugs which caused invalid RTT operations, when for example the render target
texture was smaller than the screen.
- Fixed a heavy bug in Irrlicht.NET causing lots of memory leaks when drawing text.
- Fixed a bug in the attachement of scene nodes to animated X files.
- Fixed a bug in the .NET Vector3D addition operator.
- Updated to Salvatore Russo's DMF loader version 1.3. Notes by him:
This version just adds some new functionalities. First of all Alpha Blended Textures are now
supported by DeleD as well as loader. Because of some trouble with Irrlicht 0.12.0 TGA loading,
TGA textures are always flipped so I've added a parameter so that you can choose to
flip or not all TGA textures coords, this way:
SceneManager->getParameters()->setParameter(scene::DMF_FLIP_ALPHA_TEXTURES, true);
you can also set material transparent reference value by setting:
SceneManager->getParameters()->setParameter(scene::DMF_ALPHA_CHANNEL_REF, 0.01);
you can use every value beetween 0 and 1, but to respect DeleD rapresentation
0.01 is OK, just a note, if you set 0, it's just like you set 0.5, this means
that each pixel found corresponding to a position in alpha map that has a value<127
won't be drawn.
- Fixed a small bug in the line breaking algorithm.
- Fixed a bug which caused the engine to display strange artifact pixels when drawing 2D images
like text in screens which odd resolutions.
- Slightly changed the interface of createDevice and createDeviceEx(): the version parameter
now is a char* instead of wchar_t*. Also, IrrlichtDevice::getVersion() now returns char*
instead of wchar_t*.
- Fixed some parts in the source to make Irrlicht compile in Linux 64.
- Renamed the EDT_DIRECTX8, EDT_DIRECTX9, _IRR_COMPILE_WITH_DIRECTX_8_ and
_IRR_COMPILE_WITH_DIRECTX_8_ enumeration literals to EDT_DIRECT3D8, EDT_DIRECT3D9,
_IRR_COMPILE_WITH_DIRECT3D_8_ and _IRR_COMPILE_WITH_DIRECT3D_9_. You might need to
update your code and compilation settings with these new names.
- Added the remaining '..' directory in the linux version of the file list
- Updated to a faster version of the TerrainSceneNode by Spintz. Much thanks again!
- Fixed a bug causing billboards to be displayed upside down.
- The D3D drivers now won't crash anymore when they get feeded with nullpointers as shader constants.
- Irrlicht now identifies the Linux platform it runs on and returns a more detailed string
when calling getOperationSystemVersion().
- Fixed some bugs in several collision test methods thanks to Spintz.
- Updated font tool
- Made the list::iterator constructor which took a sklistnode as parameter private,
to make Irrlicht compatible with the Errlicht interface.
Last edited by sRc on Wed Nov 30, 2005 10:19 pm, edited 1 time in total.
Why cant't you download it?
I'm at 1.9 kb/Sec but IN ONLY ONE HOUR I CAN HAVE THIS WONDERFUL PIECE OF SOFTWARE (well, I'm downloading since one hour now...)
*freakon*
I'm at 1.9 kb/Sec but IN ONLY ONE HOUR I CAN HAVE THIS WONDERFUL PIECE OF SOFTWARE (well, I'm downloading since one hour now...)
*freakon*
YASS - Yet another Space Shooter
under Devolpment, see http://yass-engine.de
under Devolpment, see http://yass-engine.de
-
gl/gx
I saw this posted at Nikos blog.. what an amazing Xmas gift to us! 
I am eager to try out the new "PROPER" software renderer which is going to come in very useful if it performs. So many new features/fixes.
Best release yet - no doubt.
THANK YOU NIKO!!!
(.ps where is the official sticky thread for this?)
I am eager to try out the new "PROPER" software renderer which is going to come in very useful if it performs. So many new features/fixes.
Best release yet - no doubt.
THANK YOU NIKO!!!
(.ps where is the official sticky thread for this?)
-
Conquistador
- Posts: 340
- Joined: Wed Sep 28, 2005 4:38 pm
- Location: Canada, Eh!
-
Conquistador
- Posts: 340
- Joined: Wed Sep 28, 2005 4:38 pm
- Location: Canada, Eh!