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Version 2.0.0-beta2

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@JaviCervera JaviCervera released this 01 Oct 19:58
· 64 commits to master since this release

This release brings lots of changes. API should be more or less stabilized now:

  • Added vertex animation support (which is now the default in meshtool since there is a bug with skinned meshes)
  • Added animation sequences
  • Shadow tex size can now be changed at runtime
  • Sun distance can be specified for shadow calculation
  • Added Shader class
  • Added previous depth pass to avoid computing redundant fragments
  • Added different draw modes to surfaces (points, lines, triangles, triangle strip, triangle fan)
  • Math3D library has been completely rewritten
  • Renamed Material.BaseTexture to Material.ColorTexture
  • Added Material.SpecularTexture
  • Added Material.CubeTexture and removed Reflection and Refraction textures (now a material can only have one cubemap)
  • Added Material.CubeOpacity
  • Added Lighting and ReceiveShadows properties to Material
  • Added Shader property to Material
  • Returned to previous FPS based animation system, instead of the duration based one
  • Does not parse GL version on init anymore to prevent crash on some old Android versions
  • Reduced the number of shader uniform and varying vars needed
  • Added different shaders:
    - Minimal: No normal or specular maps, no cube mapping, no shadows
    - Minimal with shadows: No normal or specular maps, no cube mapping
    - Vertex lighting: No normal or specular maps
    - Pixel lighting
  • Per pixel lighting is now the default
  • Removed World.GlobalPixelLighting (You can do Shader.DefaultType(Shader.TYPE_VERTEX_LIGHTING) to switch to vertex lighting)
  • Removed Cache class (added undocumented CacheSound function and Load method in classes with an optional cache param)
  • Added Mesh.CreateQuad
  • The script convert2monkey now also converts demos (I forgot that!)
  • Removed cubemap support for Material.ColorTexture (skyboxes are rendered with a custom shader)
  • Removed "Set" from all methods
  • Added Material.SpecularPower
  • Made default Material.Shininess 0.001
  • Added Color.Multiply
  • Public Renderer class renamed Graphics
  • Removed Stats class (DeltaTime is now on World, the rest on Graphics)
  • Mesh.UpdateBoundingBox has been renamed to Mesh.Rebuild, and now rebuilds all surfaces
  • Cameras now adjust the view and ratio automatically if ViewportWidth, ViewportHeight or AspectRatio is -1 (which is now the default)
  • Changed binary font format. Fonts generated with previous versions won't render correctly anymore
  • Several bug fixes
  • Thanks to SLotman from the Cerberus-X community for his help on Android!