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HistoryFrom Linderdaum EngineFebruary 24, 2008 Mesh skinning demo and a 0.5.86 patch
Software mesh skinning from MD5 mesh file format. Also build process of the engine was greatly improved. December 29, 2007 Volume rendering demo and a 0.5.84 patch This new demo implements a volume rendering technique using a GPU raycasting as described in the article [1] by J.Kruger and R.Westermann.
The demo is compilable using the Patch 0.5.84 which also adds Visual Studio 2008 compatibility, skeletal animation support and MD5 meshes loading. December 26, 2007 0.5.82 SDK released The SDK 0.5.82 fixes some issues of the previous release and adds some new features: * New: build process changed (prepare for 0.5.90) * New: initial support for geometry shaders * New: initial support of volume rendering * Improved: paletted images support in TGA files * Improved: unconstrained alignment of structs * Improved: submaterials support in ASE files * Fixed: geometry generation issues * Fixed: performance issues in the Tanks demo October 2, 2007 0.5.80 SDK released
* Built-in editor (press F1 in Tanks demo)
* Improved audio subsystem
o Audio sources and listener positioning
o Audio volume and pitch control
* Improved GUI subsystem
o Colors setup in GUI
o New controls: tab control, sidebar
* Improved renderer
o Chainable postprocessing effects
o Postprocessing effects library (b&w, sobel, heathaze)
o Separate HDR bloom filter
o Atmospheric light scattering
o Rain particle system
o GLEW used to retrive OpenGL extensions
o Support of NVIDIA Performance Monitoring (PM) API
o Keyframes interpolation
o Memory consumption for keyframes reduced by approx 30%
o GPU hardware compatibility
o Heightmaps normals calculation
* Improved scene graph
o Scenegraph sorting for rendering
o Traversing speed increased
* LinderScript
o Script compiler integrated into the Engine
o Fields support
* XLML parser is now much faster
* Added Intel C++ 9 compatibility
* Great compile time reduction of the whole project
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