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in version 1.14
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Fixed:
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- 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).
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Added:
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- 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)
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Deleted:
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- Pixel and vertex shaders. Use effects instead.
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