OGRE v1.0.1 [Azathoth] Released
Posted by: Rob Loach at April 15, 2005 2:33:03 PM
So far the source releases are up, and the tools. Updated versions
of the prebuilt SDKs will be uploaded over the next few days.
Changes since v1.0.0 Final:
Support for Cg 1.3
ConfigFile no longer crashes on empty parameter values
Fix crash when using sharing skeleton instance between entities
Shutdown primary rendertarget last, fix for crash on ATI OpenGL
shutdown when using multiple targets.
Fixed shutdown bug when exiting in frameEnded and using software
skinned entities
Fixed shutdown bug when using a Cg-based custom material in
TerrainSceneManager
Tolerate not having loaded a texture to allow people making
editors to apply materials which have missing resources.
Fixed the case of vertex_program in OgreGLGpuProgramManager.cpp
Modified --with-platform=GLX to look for X11 headers.
Fix display corruption on DDS with custom mipmaps via DevIL (ie
GL); the custom mipmaps are not loaded yet so just ignore them. D3D9
unaffected.
Fix bug when using colour_op_ex and alpha_op_ex to supply manual
colour and alpha at the same time in the same texture unit
Don't define *any* memory macros if the user doesn't want them
or we are in release mode
Add CEGUI-OGRE.pc.in back into the CEGUIRenderer.
Fix bufferering area contention in Zip
Fixed particle system so custom render queue id is properly
passed through to renderer
Deal with zero-volume meshes in StaticGeometry
Actually use the left and right flags in StringUtil::trim
cppunit m4 fix needed for some autotools versions
Add Exception::getDescription so that it is possible to get the
'description' field of the exception without the rest. This is useful
for printing or logging errors compactly.
Make SceneManager::setSkyBox, setSkyPlane and setSkyDome only set
their respective enabled flags at the end of the function. This makes
sure that when an exception happens the renderloop will not crash in
its next iteration.
Added missing OgreParticleSystemRenderer.h to
OgreMain/include/Makefile.am
Fixed sysrq key for GLX
Fixed GLX screenshot colours
Fixed material exporting in Milkshape
Back buffer resizing, dedicated depth stencil and lost device /
destruction fixes for additional swap chains under Direct3D9
Added many new shader auto parameters; includes support for
equivalents of many RenderMonkey parameter bindings
Allow usage of external input system (GGI, SDL) with GLX
Fixed display of self- or common-oriented billboards that are
attached to a rotated node
Fix for CEGUI renderer under latest Linux nVidia drivers; also
increases performance of CEGUI rendering
XSI mesh and skeletal animation exporter
Added a missing vertexbuffer unlock in
MeshSerializerImpl::writeGeometry.
Add explicitly named methods to ConfigFile to resolve ambiguity
when using defaulted paramters
Minor documentation updates
Hardware occlusion support fixes
Clean up some support for D3D9 buffer lock options
Fixed modifiers getting lost on mouseup
Frame / input event Listener removal now doesn't invalidate
iterators anymore
Fixed ResourceManager::resourceExists bug which caused it to
return true when the resource didn't exist.
Initialise mAnimController in the TextureUnitState copy
contructor.
Fixed a problem which caused SkeletonInstance::unloadImpl() not
to be called on destruction.
Remove StringConverter downcast warnings from MSVC
Fixed a memory leak in BspSceneManager when loading multiple maps
Custom DDS mipmaps now work in GL as well as D3D
scene_blend now works after D3D9 lost device recovery
Potential D3D9 blending state optimisation on some cards
Fixed loading of axes.mesh when displaying debug skeletons
Specular highlights now look the same in GL as D3D9, and
secondary vertex colour now works correctly in GL
Code::Blocks support and projects added
Invisible lights are now properly excluded from shadow
calculations
FSAA support in Win32 OpenGL
More information can be found at the official website.