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September 2017
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Esenthel Offline
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Post: #1
September 2017
Released Esenthel for Windows, Mac and Linux:
-increased rendering performance when using custom viewports
-increased rendering performance related to depth buffer usage
-increased rendering performance for deferred multi-sampling
-increased rendering performance for sun rays
-increased rendering performance for instancing
-increased rendering performance for shadows when 'D.shadowReduceFlicker' is used
-improved string concatenation performance
-improved shadow mapping precision
-improved shadow jittering quality
-improved fur shader quality and reduced fur effect memory usage
-improved sun rays quality
-improved precision of mesh tangent/binormal calculation
-reduced GPU memory usage
-reduced memory usage on Apple platforms
-reduced memory usage for 'PakUpdate'
-reduced shader loading times at engine startup
-reduced Engine.pak size
-reduced CPU overhead for drawing meshes on OpenGL
-reduced CPU overhead for getting mesh shaders
-added support for shadows on deferred renderer in DX10 feature level 9.3
-added support for depth-based effects on OpenGL ES (iOS, Android, Web) if your device supports it
-added support for OpenGL ES 3.0 / WebGL 2 (deferred renderer, shadows, ambient occlusion, motion blur, depth of field, etc.)
-added support for instancing on OpenGL (including ES 3.0)
-added support for motion blur effect on alpha-tested blend light materials
-added support for drawing meshes with 64-bit floating point (double) precision (use MatrixM instead of Matrix in Mesh.draw methods)
-added support for Unicode in Ftp class and Uploader tool
-added support for latest Emscripten version
-added new D.smaaThreshold option allowing to control SMAA effect quality

Fixes:
-fixed fur lighting in deferred multi-sampling
-fixed forward renderer in DX10 feature level 9.3
-fixed selecting closest fullscreen resolution when exact match was not found
-fixed WindowIO list of extensions on the title bar
-fixed sky shader selection for OpenGL (when using skybox textures)
-fixed reading encrypted files from within encrypted PAK's

Name Changes:
Shader -> ShaderFile
ShaderTech -> Shader

API Changes:
-Android Jelly Bean 4.3 or newer is now required to run the Engine on Android, please update your Android NDK and SDK (and from SDK Manager download API 18)
-replaced PakFileData/PakNode.file,file2 members with new 'DataSource data' member for more flexible way of specifying the file data
-viewports are no longer fully reset at the start of drawing (any viewport change in Update will remain until next change)
-"Bool early_z" from 'Mesh.draw' methods was moved to a separate 'SetEarlyZ' function (to be called before/after mesh draw)
-codes "if(Renderer.rebuildDepthNeededForDebugDrawing())Renderer.rebuildDepth();" were replaced with "Renderer.setDepthForDebugDrawing();"
-'D.shadowSoft' and 'D.ambientSoft' have new value ranges
-introduced new enums SHADOW_SOFT_NUM and AMBIENT_SOFT_NUM specifying number of available softening modes
-'Sun.rays_res' was replaced with Sun.raysRes(Flt scale)
-'Sun.rays_soft' was removed
-'Renderer.blend_objects_affect_depth_based_effects' and 'Renderer.precise_sort_blend_objects' were removed (sorting is now always enabled)
-'D.shadowReduceFlicker' now accepts ranges 0..1
-'Camera.set' no longer copies the camera to 'Cam', instead it sets 'const Camera ActiveCam' which is new in this release
-removed MLAA edge softening, please use FXAA/SMAA instead
09-12-2017 07:23 AM
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Esenthel Offline
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Post: #2
RE: September 2017
Released Esenthel for Windows, Mac and Linux:
-slightly improved SMAA performance
-improved performance of mesh outlines
-fixed mesh outlines not working since last release
-fixed Renderer.combine not working correctly on newer GPU's using DX11 since last release
-fixed shader selection for blend materials that don't have any textures since last release
-fixed issue with blending sky (when Sky.frac<1) while using depth texture on mobile platforms (GLES3)
09-14-2017 04:59 AM
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Esenthel Offline
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Post: #3
RE: September 2017
Updated Esenthel Source:
-slightly increased rendering performance for deferred renderer
-fixed shadow acne for local lights when multi-sampling is enabled
-fixed multi-sampling not always providing smooth results on pixels between meshes and sky
09-15-2017 08:02 AM
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Esenthel Offline
Administrator

Post: #4
RE: September 2017
Released Esenthel for Windows and Mac:
-fixed Material Editor not updating shaders real-time since last release
09-16-2017 04:04 AM
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Esenthel Offline
Administrator

Post: #5
RE: September 2017
Updated Esenthel Source:
-increased multi-material per-pixel blending quality when materials have big difference in Material.color values
-improved FBX importer for importing animations that don't have nodes specified as a bone and have no animations, however the node has skinning in the base mesh fbx file and thus imported as a bone
09-21-2017 07:35 AM
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Esenthel Offline
Administrator

Post: #6
RE: September 2017
Released Esenthel for Windows, Mac and Linux:
-fixed unaligned memory access crash on ARM 32-bit platform (Android)
09-22-2017 12:00 AM
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Esenthel Offline
Administrator

Post: #7
RE: September 2017
Updated Esenthel Source:
-changed window maximize button on Mac to work like on Windows
-enabled forcing stretched fullscreen display mode in DX11
-improved displaying bone type indexes in the object editor
-improved bone type detection from name
-reduced vertex shader constants for blend light glsl shader

Fixes:
-fixed window content stretching animation on Mac when resizing the app window
-fixed using correct velocity for motion blur in blend light glsl shader when instancing is used
09-26-2017 08:49 AM
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Esenthel Offline
Administrator

Post: #8
RE: September 2017
Released Esenthel for Windows, Mac and Linux:
-added support for 64-bit CPU Android
-updated LibVPX to latest version

Fixes:
-fixed instancing for "Blend" material shaders on OpenGL
-fixed displaying meshes that were loaded on secondary threads on OpenGL 3
-minor fixes to toggling fullscreen on Mac
09-29-2017 06:12 AM
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