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October 2014
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Esenthel Offline
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Post: #1
October 2014
Released Esenthel for Windows, Mac, Android, iOS and Web:
-IMPORTANT: Sun.rays_res value meaning has changed, it now allows to specify 3 resolution modes (0=full, 1=half, 2=quarter)
-IMPORTANT: D.ambientRes value meaning has changed, it now allows to specify 3 resolution modes (0=full, 1=half, 2=quarter)
-IMPORTANT: D.superSample has been replaced with D.density (allowing you to specify both higher and lower resolution for rendering which allows to control quality/performance balance)
-IMPORTANT: D.multiSample has been replaced with D.samples, which now specifies the number of samples used for multi-sampling anti-aliasing, where both 1 and 0 values set 1 sample (AA disabled) while 2 stands for 2 samples, 4 stands for 4 samples and so on
-IMPORTANT: Custom shaders need to be recompiled
-added support for iOS 8.0
-added new D.densityFilter method allowing to control up-scaling filtering when <1 density is used
-added new Renderer.stage member allowing to display certain rendering stages (like color, normals, depth, etc.)
-increased performance of transparent window drawing
-increased performance of water reflection rendering
-increased performance and quality of ambient occlusion effect
-increased performance of Image.drawHQ which is used for bicubic up-scaling filter (including D.densityFilter)
-increased performance of Forward Renderer Point, Sqr and Cone light rendering
-increased performance and quality of full screen fog when DX10+ multi-sampling is enabled
-increased performance of Sky when DX10+ multi-sampling is enabled
-increased performance of displaying frame contents to the screen under DirectX
-improved D.dither quality
-reduced the number of render targets, which reduces the video memory usage
-mesh outline width can now be controlled with new D.outlineMode
-fade in/out effect on Window that contains a Viewport with 3D graphics will now work correctly
-multi-sampling can now work together with super-sampling (now known as density)
-palette and outline rendering can now work in DX9 with multi-sampling enabled
-MeshBase.createPhys now includes optional parameters "UInt flag_and=VTX_POS|FACE_IND, Bool set_face_id_from_part_index=false"
-Editor Interface now has new methods for setting/getting object meshes
-new method Renderer.get which works in a similar way as rendering to custom render target (via Renderer.dest_rt now known as Renderer.target), however unlike specifying our own Render Target, the 'get' functions returns the result as an internally created render target via 'ImageRTPtr'
-new method Vehicle.precision(Flt thresholdLongitudinalSpeed, UInt lowForwardSpeedSubStepCount, UInt highForwardSpeedSubStepCount)
-new function CompressionLevels(COMPRESS_TYPE type) allowing to get the range of supported compression levels for specified algorithm type
-D.dither is now available on OpenGL (previously it was available only in DX9 and DX10+)
-Volumetric Cloud Shadows are now available on OpenGL and DX10+ (previously they were available only in DX9)
-Water refraction will now work more precisely when viewport is not fullscreen
-D.hdr (now known as eyeAdaptation) is now more precise when the viewport is not fullscreen
-fixed MLAA/SMAA anti-aliasing on OpenGL
-fixed Water.max1Light(false) not working with stereoscopic rendering
-font created with sub pixel precision will now draw OK when used during RM_BLEND rendering, without the glow effect
-Image.drawFs default parameter Bool hq=true, is now of Int hq=-1 value, and can accept following values: 'true'=enable HQ filtering, 'false'=disable HQ filtering, '-1'=autodetect HQ filtering usage basing on platform (Mobile platforms have it disabled while others have it enabled)
-upgraded to latest LZ4 library version
-upgraded to latest VP9 library version
-changing many display options is now faster (shadow map size, multi sampling, density, high precision RT's, sync on OpenGL)
-improved fullscreen mode selection on DirectX 10+
-improved fullscreen Alt+Tab on DirectX 10+ and Windows OpenGL
-object skinning editor now colors faces basing on their bone assignment
-applying material onto a mesh part will now apply it on all other mesh LOD's as well (as long as the lod's are similar = have the same number of mesh parts with same names and materials)
-most of the Display class methods now include comments whether they are instant and can be called real-time, or if they're not, and calling real-time should be avoided
-object editor now has the ability to copy skeleton bones from one object to another (in the Bones sub-editor)
-world editor path settings now feature new buttons: copy, paste allowing to get/set all path settings at the same time
-compiling Engine Source for Android is now additionally available on Mac and Linux (Mac however does not support the phase of linking libraries, so please use Windows or Linux for that)
Api Changes:
-D.fxEnd now returns a new type ImageRTPtr, which acts as a pointer to an internal render target, it is similar to CacheElmPtr meaning that it is reference counted, and will automatically release itself in the destructor, to convert 'ImageRTPtr' to 'Image' please use one of its (), ->, * operators
-Renderer.use_hdr was removed, you can now disable Eye Adaptation quickly using D.eyeAdaptation(false)
-D.hpRt was split into highPrecColRT, highPrecNrmRT, highPrecLumRT allowing to control high precision render targets for different buffers separately
-D.hdr was split into D.highPrecLumRT and D.eyeAdaptation, however calling D.highPrecLumRT is not actually required for the eye adaptation effect
-EDGE_SOFTEN_NEAR and EDGE_SOFTEN_BOTH have been removed
-APP_NO_FX has been removed
-Gui.skin has been removed
-Renderer.dest_rt (now known as 'target') is now of ImageRC* type

Important note for LINUX users:
I'm currently away from my Linux laptop, therefore I cannot recompile some apps/libraries manually. I'll be able to do that at the end of October.
Therefore you'll have to recompile following elements on your own : "Esenthel Builder" from "Project" and "Project/Source/Esenthel Builder.cpp", "ThirdPartyLibs/LZ4", and optionally "ThirdPartyLibs/VP" (however since the new version of VP is not needed for engine to compile, due to VP complicated compilation setup I recommend not doing it).
10-02-2014 08:24 AM
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Esenthel Offline
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Post: #2
RE: October 2014
Released Esenthel for Mac, iOS and Android:
-iOS app binary sizes will now be smaller
-iOS apps that don't use Advertisements will no longer link to google admob library, thus making the app binary size smaller and allow to submit the app to Apple store
-Ball can now be created from MeshBase
-added new method MeshBase.getBall
-creating new physical shapes in the objects physical body in the Object Editor will now take into account which mesh parts want physical body to be created
-new function Elm* Edit.FindElm(Memp<Elm> elms, C UID &elm_id) allowing to find a project element from Editor Network Interface
-added new functions to the Editor Network Interface allowing to programatically setup build configuration, export projects and change projects path (projectsPath, activeApp, exportApp, buildDebug, build32Bit, buildDX9, buildExe, buildPaths)
-removed halos around objects when Renderer.combine is enabled and D.density is less than 1
10-03-2014 10:04 AM
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Esenthel Offline
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Post: #3
RE: October 2014
Updated Esenthel Source:
-implemented a new high quality image resize filter (FILTER_LANCZOS)
-added new function 'Lerp4Weights' that can return the raw blend weights for 'Lerp4' function
-improved performance of 'Lerp4'
-improved performance of Image.pixelFIC, Image.colorFIC, Image.pixel3DFIC and Image.color3DFIC
-texture mip maps will now be sharper and more detailed
10-04-2014 02:43 PM
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Esenthel Offline
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Post: #4
RE: October 2014
Updated Esenthel Source:
-Ambient Occlusion is now supported in Forward Renderer (although it doesn't support D.ambientNormal in that case)
10-05-2014 03:53 AM
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Esenthel Offline
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Post: #5
RE: October 2014
Updated Esenthel Source:
-added support for iOS 64-bit
-new image resize filter FILTER_BEST that automatically chooses the best filter
-greatly improved quality of Image.copy,copyTry,resize when changing sizes
-greatly improved quality of texture mip map generation (they're now much sharper and more detailed)
-improved FILTER_LANCZOS quality by removing the ringing artifacts
-Image.resize now has a new parameter allowing to specify sharpness of downsampling
-improved performance of bicubic draw shader (Image.drawHq and D.densityFilter)
-Image pixel/color interpolated methods now support parameter Bool alpha_weight=false
-cubic and lanczos filtering now uses elliptic weighted average (default method), for old orthogonal mode please use Ortho filtering versions
-added support for iOS Simulator in latest Xcode (including 64-bit devices)
-updated to latest Facebook and AdMob iOS SDK's
10-09-2014 10:01 AM
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Esenthel Offline
Administrator

Post: #6
RE: October 2014
Updated Esenthel Source:
-improved mip map generation performance (2x for linear filtering, 3.5x for new high quality filtering)
-added support for iPhone 6 and iPhone 6 Plus (rendering at native resolutions)
-added multi-threaded app icon and splash screen creation for Mac/iOS
10-10-2014 05:51 AM
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Esenthel Offline
Administrator

Post: #7
RE: October 2014
Updated Esenthel Source:
-fixed loading PVRTC textures on Desktop OpenGL (Mac, Linux)
-files from system explorer can now be drag and dropped to Code Editor, which will paste their full path into selected place in the codes
-copying Code Elements (to the same or other project) will now copy their current state and not last saved state
-copying a Project Element to the same project will now automatically open up "Rename Element" window
-improved performance of DXT and ETC compression
-Image.bumpToNormal will now work correctly if the bump map is a float based image
10-12-2014 08:56 AM
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Esenthel Offline
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Post: #8
RE: October 2014
Updated Esenthel Source:
-IMPORTANT: Image.createShadow and setShadow now operate on Flt shadow_opacity parameter in range of 0..1 (previously this was Int in range 0..255), the methods now include two new parameters : Flt shadow_spread=0.0f, Bool border_padd=true
-"Editor\Assets\Brushes\default.png" image file is now smoother
-added 'Blend' and 'AdditiveBlend' color functions that can blend 2 colors and return the result
-Image.bumpToNormal will now work if source image is high precision, it can now also be configured to return high precision normal maps with new optional parameter
-added new SQL.getAllRowsCols method
-SQL.getRows,getRowsCols and getRowsNum can now have specified "condition=S" which will ignore the condition
-improved precision of Image.color* methods which make use of bool alpha_weight set to true
-improved sharpness of stereoscopic rendering when D.density is used
10-17-2014 02:47 AM
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