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Releases: OGRECave/ogre-next

v2.2.4 Cerberus

20 Sep 15:37
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Codename Cerberus

For more information, see the manual

See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
See What's new in Ogre 2.2

  • [GL3+] sRGB RenderTextures were forced to always on
  • Fix crash when hitting cancel in the config dialog
  • Add CompositorWorkspace::getDefinition()
  • Fix crash at shutdown if Compute Shaders are used
  • Fix improper destruction of HlmsCompute
  • Fix dangling pointers after calling destroyTexBufferView
  • Fix broken IFD generation when using isotropic VCT
  • fix RaySceneQuery distance calculation
  • [D3D11, Metal] Noise wasn't being applied to SSAO
  • Improved performance of < operators
  • Fix multiple issues with < operator (Strict Weak Ordering)
  • Fix caches going haywire due to uninitialized padded bytes
  • EMISSIVE texture is missing in HlmsJsonPbs::loadTexture()
  • Fix for FREEIMAGE_COLORORDER_RGB
  • [Metal] Viewport needs to be set again after endRenderPassDescriptor
  • Fix corrupted textures in TextureBaking & UpdatingDecalsAndAreaLightTex
  • Fix HW morph animations not working with any advanced feature
  • [GL3+] Fix glitched textures in old GPUs (OGL 3.x)
  • Fix incorrect window texture resolution in windowed mode in OpenGl
  • Detect failure to create Dependency directory symlink
  • Fix crash at shutdown in TextureUnitState
  • Fix bug with compositor texture referenced from TextureUnitState
  • StagingBuffer's mLastUsedTimestamp must be uint64
  • Fix variable that should be uint64
  • fixed HlmsPbsDatablock::cloneImpl()
  • Fix crash using a v1 Entity with both pose and skeletal animations
  • Added normal map support for old-style BC3 normal maps
  • [Windows] Fix Window::reposition swapping top and left params
  • Added ability to remove RTVs from Compositor Node definitions
  • [D3D11] Fix D3D11Window::isClosed always returning true (#113)
  • Fix DLL dependencies not being copied during build (#104)
  • Fix OpenVR dlls not getting copied on build
  • Fix CMake error
  • Removed OIS dependency
  • Removed Cg plugin
  • [mingww64] Fix crash while loading any texture
  • [D3D11] Fix compiler error on IFD Visualizer shader on modern HLSL
  • Fix Forward+ overriding shadow casting lights' visibility

v2.2.3 Cerberus

06 Jul 00:26
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Codename Cerberus

For more information, see the manual

See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
See What's new in Ogre 2.2

  • Fix shared depth buffers leaking (#103)
  • [GL3+] Fix destruction of RenderTextures destroying regular Textures
  • Fix incorrect D3D11 assert occasionally triggering in StagingTexture
  • OgreScriptParser: add missing break (fixes OGRE-585)
  • Fix multiple bugs when spreading IBL specular pass over multiple frames
  • Fix IBL CS not compiling on D3D11 cards with 11.0 FL
  • Typed UAV loads is not always supported on iOS
  • Fix Forward+ overriding shadow casting lights' visibility
  • Fix stable PSSM outputting the wrong min/max range
  • Read the first 128 bytes to determine codec via magic numbers
  • Handle PFG_RGBA32_FLOAT in DDS codec

v2.2.2 Cerberus

11 Jun 19:33
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Codename Cerberus

For more information, see the manual

See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
See What's new in Ogre 2.2

  • Fix Constant bias not working with reverse depth enabled
  • Fixed glitchy ESM shadows due to missing barrier
  • Fixed very intermittent failure of glXMakeCurrent after window creation
  • Make OgreMemorySTLAllocator compile in C++20 mode
  • Keep accurate stats of drawn verts/tris/instances via getMetrics
  • Fixed crash in Sample_TutorialCompute01_UavTexture
  • Fixed regression which breaks D3D11 and possibly other RS
  • [D3D11,Win32] Fixed invalid size of newly created window.
  • Performed math optimization in ScreenRatioPixelCountLodStrategy
  • [GL3+] Incorrect invalidation of MSAA -> Resolved RenderTargets
  • Redone math formulas in PixelCountLod strategies w/ much better accuracy
  • Fixed crash when trying to use AbsolutePixelCountLodStrategy
  • Fixed build error with PVRTC Codec
  • Moved setUseDiffuseMapAsGrayscale to cpp
  • Fix: Tutorial01_Initialization crash due to missing LTC matrix textures
  • Added "diffuse_map_grayscale" hlms property to allow grayscale texture for diffuse_map
  • Fixed compilation of Ogre::UTFString when used outside of Ogre
  • Added note on how to preserve the MSAA content of all 6 faces
  • Put pass ibl_specular inside mixedCubemapRtv
  • Updated DynamicCubemap tutorial on how to render cubemap w/ MSAA
  • Added RTV support for MSAA cubemaps
  • [D3D11] Use ComPtr for D3D11DynamicBuffer, D3D11StagingBuffer, D3D11BufferInterfaceBase, D3D11VertexArrayObjectShared, Vbo, VertexBinding
  • [D3D11] allow repeated call to D3D11WindowsSwapChainBased::_destroySizeDependedD3DResources, could happen on device lost
  • Dead code removed
  • Fixed incorrect number of mipmaps in Per Pixel PCC
  • Improved shader occupancy on AMD (HLSL) of the voxelizer
  • [Metal] Declare RSC_VP_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER capability as in https://developer.apple.com/documentation/metal/rendering_reflections_with_fewer_render_passes
  • [D3D11]Fixed regresion in OpenVR sample
  • [D3D11] Fix build with non Win10 SDK
  • [D3D11] Use ComPtr for everything else except VBO buffers
  • [D3D11] Use ComPtr for fences
  • [D3D11] Use ComPtr in D3D11TextureGpu for pointers with owner semantic
  • [D3D11] Use ComPtr for ID3D11ShaderResourceView pointers with owner semantic
  • [D3D11] Use ComPtr for ID3D11UnorderedAccessView pointers with owner semantic
  • [D3D11] Unused field removed from D3D11HLSLProgram
  • [D3D11] Dead code removed (mLastTextureUnitState is always 0)
  • [D3D11] Properly cleanup and always report live objects. Right now there are only ID3D11Device with 2 references, both from ID3D11Debug interface
  • [D3D11] Use ComPtr for interface pointers with owner semantic
  • [D3D11] Validate device before each frame to handle device loss, skip frame rendering if there are no yet available devices
  • [D3D11] Avoid assertion for shaders that are seems to be supported and even successully compiled but still could not be used on current GPU due to the additional requirements.
  • [D3D11, Metal, Pbs] Fixed clip_distance indexing - it's simple array of floats in Metal and GL3+, and cumbersome packing scheme in D3D11. TODO: check Samples/Media/Hlms/Terra/Metal/VertexShader_vs.metal:20, it should probably be adjusted to Samples/Media/Hlms/Pbs/Metal/VertexShader_vs.metal:37
  • Do not #include in headers
  • We can still use familiar Ogre::Log::Stream::operator<<(const T& ) API, even if is not included and StringStream is forward declaration at operator<< declaration point, as nested '<<' is type depended and would be compiled at usage site, where would be already included.
  • Fixed STBI codec compilation
  • HlmsTerraDatablock::setDetailMapOffsetScale does not allow detailMap > 4
  • Refine macOS build guide (#96)
  • Travis CI was never reporting errors due to the script always returning 0
  • Fixed bad merge
  • Fixed OgreWorkarounds.h encoding. (#93)
  • [D3D11] avoid DXGI ERROR: IDXGISwapChain2::SetMaximumFrameLatency: Can only be called for SwapChains with the DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT flag.
  • [D3D11] avoid DXGI ERROR: GetFullscreenDesc can only be called for HWND based swapchains.
  • Bugfix: Various shader compiler errors when blending multiple textures in Unlit
  • Snap to shadow map texels in FocusedShadowCameraSetup too. The effect is much weaker than ConcentricShadowCamera but at least it's something
  • We already had the position in light space, thus don't make multiple round trips i.e. do: snap() light space -> world space
  • Merge pull request #86 from yoyTeam/v2-2-stable-pssm
  • Concentric shadow setup are now stable for position changes. added numStableSplits to createShadowNodeWithSettings
  • Missing precompiled headers
  • Added realtime toggle to switch between stable and unstable PSSM in the ShadowMapDebugging demo
  • Merge with v2-2-irradiance-field
  • Added num_stable_splits
  • Added ConcentricShadowCamera and PSSMShadowCameraSetup::setNumStableSplits

v2.2.1 Cerberus

30 Apr 00:13
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Codename Cerberus

For more information, see the manual

See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
See What's new in Ogre 2.2

  • Texture streaming! Completely refactored Texture code. It consumes a lot less RAM and supports background streaming
  • Voxel Cone Tracing (VCT): Semi-Realtime GI solution. Supports diffuse and specular. Can consume a lot of VRAM depending on quality. Lighting changes can be done in realtime. Changes to static objects in scene needs to rebuild voxels (not realtime)
  • Irradiance Field with Depth (IFD): Generic variant of DDGI using Voxels (consumes more VRAM) or Rasterization (slower to build). It supports diffuse only and is lower quality than VCT, but is much faster. And if completely static, consumes very little memory.
  • Per-pixel Cubemap probes
  • VR readiness: New sample showing how to integrate OpenVR SDK, deal with running start, performance optimizations such as Instanced Stereo, Hidden Area Mesh and Radial Density Mask
  • Mobile friendly: Added Load and Store actions to control how TBDR GPUs flush their caches

What's next?

  • Stable PSSM Shadowmaps
  • Vulkan support

Relevant posts:

v2.2.0 Cerberus

29 Apr 23:16
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This release is for archival reasons

See v2.1.1

v2.1 Baldur

26 Apr 22:20
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Codename Baldur

First major release

For more information, see the manual
See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ

  • Hlms (High Level Material System) to generate shaders automatically. Replaces RTSS and manual shaders
  • PBS - Physically Based Shading
  • New Compositor. More flexible, faster and powerful
  • Refactored Ogre 1.x to increase performance by several factors; using cache friendly techniques (Data Oriented Design), SIMD instructions, AZDO (Aproaching Zero Driver Overhead), auto instancing, and multithreading
  • Windows Vista/7/8/10 support, macOS via Metal and OpenGL, iOS via Metal, Linux via OpenGL
  • Many new features: Area lights, Parallax Corrected Cubemaps, Forward Clustered lights, HDR, Exponential Shadowmaps and more

Relevant posts: