Version 2.0.0-beta2
Pre-release
Pre-release
·
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!