What's new
in version 1.14

 

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fixedFixed:
 

  • Render to texture which size is less than the size of back buffer
  • xFreeEntity used for Sprites
  • Image system is rewritten. Fixed creation of images and textures which size is greater than the size of back buffer
  • xSetBuffer() bug
  • HTML-log file formatting
  • Loading of animated meshes is speeded up
  • Fixed error with cloning of empty surfaces
  • Loading of textures with flag #2 (alpha)
  • Minor bugs with animated meshes
  • Global position of entities
  • Minor bug with parent entities
  • xEntityFX(), xEntityColor() etc (have no effect with new surfaces)
  • Scaling in local space
  • Minor bug with loading of static meshes
  • Ordered entities
  • Alpha value of vertices of mesh with masked texture
  • In window mode borders of window are immovable now
  • Moving of entity in local space
  • Low FPS with VSync enabled on fresh OS
  • xScript is updated. Now xExecuteScript has two arguments. The first one stayed permanent, the second argument is an entry point prototype. It's needed for calling of any function from a script ( int main() was allowed before).

add_item_48Added:

  • First version of DOCUMENTATION!!
  • xScript:
    • void xSetIntegerArg(int index, int value);
    • void xSetFloatArg(int index%, float value);
    • void xSetStringArg(int index%, const char * value);
    • int xGetIntegerReturn();
    • float xGetFloatReturn();
    • const char * xGetStringReturn();
  • Log system:
    • 6 levels:
      • none
      • info
      • message
      • warning
      • error
      • fatal
    • 3 targets:
      • html file
      • std::cout
      • string
    • xCreateLog(target, level, filename) - to enable logging. Use it once at the begging of your program
    • xGetLogString - to get log messages if log target is a string. It works like a buffer. It collects all log messages until you call this function or xClearLogString
    • xClearLogString - to clear a string which contains log messages
    • xSetLogLevel(level) - changes current log level
    • xGetLogLevel(level) - returns current log level
    • xSetLogTarget(target) - changes current log target
    • xGetLogTarget(target) - returns current log target
  • Shader materials now receive constants automatically. The list of automatic constants:
    • matrices - WORLD, VIEW, etc
    • textures for all 8 layers
    • lights - position, direction, range, color, inner and outer angle
    • surface colors - duffuse, specular, power of specular color
    • ambient color
    • EntityFX
    • Blending modes
  • Deferred Shading:
    • xSetDeferredShader(mrtShader, finalShader) - sets shaders for Deferred Render
    • xInitDeferred(channl1, channel2, channel3, channel4) - initializes Deferred Render with g-buffer's channels indication
    • xRenderWorldDeferred(texture) - renders a scene using Deferred Render technique
  • Shadow:
    • Old PSSM system is now deprecated:
    • xRenderShadows(camera%, texture%) - draws all shadows
    • xLightShadowEpsilons(light%, eps1#, eps2#) - sets epsilon values for compensation inaccuracy of floating-point values
    • xSetShadowShader(path$) - sets a path to shadow shaders
    • xInitShadows(dirSize%, spotSize%, pointSize%) - initializes a shadow system and sets size of shadow maps for each type of light
    • xSetShadowParams(splitPlanes%, splitLambda#, useOrtho%, lightDist#) - PSSM settings
    • xEntityCastShadows(entity%, light%, state%) - enables/disables shadow casting for particular light source
    • xEntityIsCaster%(entity%, light%) - checks if shadows are casted by this entity from this light source
    • xShadowPriority(prior%) - global priority of shadow rendering. If light source has lower priority, its shadows won't be rendered
    • xLightEnableShadows(light%, state%) - enables shadows for a light source with specified priority
    • xLightShadowsEnabled%(light%) - checks if shadows are enabled for this light source
  • Effects can be assigned to surfaces (not only entities)

trash_48Deleted:

  • Pixel and vertex shaders. Use effects instead.


 
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