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May 2010
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Esenthel Offline
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Post: #1
May 2010
-IMPORTANT: because of possible OpenGL port for the Mac/iPhone/iPad, the Color struct has been changed from struct{Byte b,g,r,a;}; to struct{Byte r,g,b,a;}; (order of red and blue bytes have changed), Color 'set' method and Color constructor have also been changed, manually saved Color objects must have 'b r' members swapped, please revise your codes
-IMPORTANT: because of possible OpenGL port for the Mac/iPhone/iPad, the shader constant buffer declaration has been changed from "Buffer Name{..}" to "BUFFER(Name)..BUFFER_END" (this is because of CG library usage for OpenGL shader compiling which doesn't support old constant buffer syntax)
-IMPORTANT: changed IMAGE_TYPE enum, some old texture formats have been deprecated and removed from support
-IMPORTANT: custom shaders should be recompiled with latest shader headers
-fixed alt-tabbing from fullscreen mode in DX10+
-added support for importing .x models in DX10+ engine version
-fur shader now works in DX10+ when multisampling is enabled
-cel shading now works in DX10+
-added option to manually set object position (using keyboard input) in World Editor thanks to menu "object\position mode"
-new enum value AUTO_LINE_SPLIT
-enabled setting separate water material parameters per lake/river in World Editor water mode
-character controller now tries more to stick to the ground when walking downwards
-in Shaders: updated DeferredSolidOutput::velocity method (it now requires view space position as additional parameter)
-new tutorial "shaders/Advanced Shaders in Solid Render Mode"
-global fog now makes use of multi-sampling if enabled
-tattoos and mesh outlines now work properly with DX11 tesselation
05-20-2010 10:13 PM
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Esenthel Offline
Administrator

Post: #2
RE: May 2010
-fixed loading colors from TextDS and GuiStyle since last release
05-21-2010 09:31 AM
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