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ChangeLog
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2019-02-06 Sylvain Doremus <[email protected]>
* CastorUtils: Fixed doxygen warnings.
* CastorUtils: Removed all p_ prefix in headers.
* Castor3D: Fixed doxygen warnings.
* Castor3D: Removed all p_ prefix in headers.
2019-02-04 Sylvain Doremus <[email protected]>
* Fixed vtx_instance to a uint.
* Fixed compilation with GCC 6.3.
* Fixed environment map prefiltering with VkRenderer (problem came from the use of Arithmetic LShift instead of Logical Left Shift).
2019-01-28 Sylvain Doremus <[email protected]>
* Updated error messages in image loading.
2019-01-27 Sylvain Doremus <[email protected]>
* Fixed point light shadows with Vulkan
* Fixed multipass materials.
* Fixes to make environment mapping compile in HLSL.
* Reworked a bit fog function.
* Fixed overlays rendering.
2019-01-25 Sylvain Doremus <[email protected]>
* Fixed matrix initialisation from another different size matrix.
* Fixed pixel buffer flip.
2019-01-24 Sylvain Doremus <[email protected]>
* ShaderWriter library integration.
* Allowed only one directional light.
* Reviewed frame time measurements.
* COM interop has been updated.
* Python interop has been updated.
* Removed RendererLib submodule and switched to Ashes.
* Fixed overlays rendering by rendering them in their own framebuffer.
* Using texture arrays for shadow maps.
* Minor fixes to make Castor3D "work" on Intel HD4000.
* Renamed CastorUtils macros.
2019-01-24 Sylvain Doremus <[email protected]>
* Cascaded shadow maps are implemented and functional.
* Added some viewport related functions to Camera.
* Added support for custom projection matrix, to Camera.
* Added zlib as an external project.
2018-06-21 Sylvain Doremus <[email protected]>
* Review render queue
* Added support for RangedValues to PipelineVisitor and GuiCommon.
* Implemented TestRenderSystem using test renderer from RendererLib.
* It allowed reenabling Castor3DTest.
* Added FreeImage as a submodule, it is now compiled as a dependency.
* MatrixUbo is now a reference, in RenderPass, hence is owned by owner classes.
* Created LinearMotionBlur post effect.
* Fixed some bugs related to instanced nodes and frustum culling.
* FreeImage submodule now points to my own fork.
* Upgraded scene files, meshes can now hold a default material.
* Post effects are now written properly, when they hold sections.
* Added DummyCuller class, that culls nothing.
* Small readability update in Frustum.
* Render queue now uses SceneCuller from its render pass.
* Disabled build of FreeImage on Linux.
2018-06-11 Sylvain Doremus <[email protected]>
* Simplified lexer management, it now only supports C/C++ lexer.
2018-06-09 Sylvain Doremus <[email protected]>
* Castor3D now uses RendererLib.
* Added mandatory locations to GlslWriter, for declAttribute, declInput, declOutput and declUniform.
* Added support for cross skyboxes.
* Some artifacts remain, probably due to synchronisation between render passes.
* Fixed some crashes in release due to locale.
* There is room for optimisation though.
* Enabled anisotropic filtering control from scene file.
* Removed CastorShape, added CastorTestLauncher, and DiffImage.
* Created Gl3RenderSystem.
* Removed most calls to std::bind.
* Reviewed includes in CMakeLists.
* Added Raw and PCF shadow maps.
* Added sendEvent function to Engine, to be able to execute an event directly if there is an enabled device.
* Using gl_PerVertex everywhere gl_Position were used.
* Reworked castor::Matrix and castor::Point to make them hold static data, and reduce memory footprint of Matrix.
* Dropped SSE2 for them.
* Rehabilitated ShaderDialog, it now can be used to display tone mapping and post effect shaders.
* ShaderDialog now displays all the shaders for the pipeline used to display a pass.
* Extracted binary write/parse classes to new files, to reduce include dependencies.
* Reviewed a bit scene file writing.
* Force load image in A8R8G8B8 and not R8G8B8.
* CastorMeshConverter can now split mesh's submeshes into new meshes, and optionally center them on their bounding box's center.
* Reviewed mip level management for textures loaded from files.
* Added volumetric light scattering.
* Directional light's shadow now follow the viewing camera.
* Integrated the original SMAA.hlsl file content to the plugin, to avoid copy paste problems.
* Selected submesh's bounding box now appears in yellow.
2018-01-16 Sylvain Doremus <[email protected]>
* Few fixes to OBJ importer, but I really need to rework it, it's too memory consuming.
* Fixed counts.
* Added CastorMeshConverter project.
* Removed Depth pre-pass.
* Reenabled PoT, for image files, and fixed resampling, due to something that looks like a bug driver.
2018-01-01 Sylvain Doremus <[email protected]>
* Implemented CastorMeshUpgrader.
2017-12-22 Sylvain Doremus <[email protected]>
* Re-enabled depth pre-pass, that works, now.
* Reworked a bit the way debug symbols are loaded.
* Added a way to handle mipmaps in textures and texture attachments.
* Added some intrinsics to GlslWriter, and fixed few bugs.
* Fixed an object leak in BloomPostEffect
* Implemented Scalable Ambient Obscurance.
* Updated SsaoConfig, and using it in Ssao passes, to configure the effect.
* Added GlslPhongReflection for common reflection code in deferred and forward passes.
* Removed the multiplier to radius, the problem was in the test model.
* Added a rescale factor to the mesh, in SceneFileParser.
* Removed MaterialType array from ReflectionPass.
2017-12-17 Sylvain Doremus <[email protected]>
* Added CHMs for documentation.
* Added a TreeHolder class, to be able to expand or collapse all the tree nodes.
* Added PropertiesHolder as an attempt to get the properties grid to have the same background as others.
* Reworked export for skeletons, which are now in their own .cskl file.
* Fixed CastorViewer's camera management.
* Added new tone mapping operator : Uncharted 2.
* Fixed Skeleton animation bounding spheres.
* Fixed camera rotation using keyboard 'T' in CastorViewer
* Re-added view projection matrix in MatrixUbo.
* Now specular and gloss textures are modifiers to current specular and shininess/glossiness.
* Added possibility to pause an animation from scene file parser (for debugging purpose).
* Added nearest sampler to RenderColourToTexture.
* Added hdr_config section in scene file parser.
* Fixed frustum culling for bounding boxes.
* Removed useless functions from tone mappings.
* Using HdrConfigUbo, inside tone mappings.
* Enabled roll in NodeState for non camera nodes.
* Few modifications related to SSAO.
2017-12-11 Sylvain Doremus <[email protected]>
* Bounding box for morphed meshes are updated properly.
* Displaying submeshes' bounding boxes
* Improved the counts in debug overlays.
* Improved instanced rendering, by copying only visible nodes matrices.
* Added isSerialisable() function to Mesh, to prevent CubeBoxManager meshes from being written to scene file.
* Reworked a bit BoundingBox, to make it hold a dimension instead of min and max.
* Introduced AnimationKeyFrame, which holds all transformations/buffers for a single key frame of an all objects of an Animation.
* Few modifications to frustum.
* Tried a few things to force Skybox's viewport, but it's not compatible with env maps, this will need its own branch.
2017-11-16 Sylvain Doremus <[email protected]>
* Fixed cube box display.
* Frustum culling is fixed.
* Fixed Picking for instantiated skinned meshes.
2017-11-13 Sylvain Doremus <[email protected]>
* Added SubmeshComponent base class and a handful of concrete components.
* Now components are fully integrated.Only remains a bug in lighting.
* Some speed improvements, by reducing shadow maps size, and bloom's textures size.
* Fixed non directional lights (their cube box was not created when not associated to a shadow map).
* Modified main debug panel overlays.
* Added IndexMapping class, to remove faces from Submesh.
* Fixed overlay rendering for rtot.
* Added LinesMapping index mapping class.
* Moved GeometryBuffers, fro Submesh and BillboardBase to RenderPipeline.
* CubeBoxManager now uses LinesMapping to generate its mesh.
* Updated importers.
* Removed built-in importers, except for OBJ and PLY
2017-11-11 Sylvain Doremus <[email protected]>
* Some changes to Appveyor build, to build samples (#196)
2017-11-09 Sylvain Doremus <[email protected]>
* Removed backlit computations, since transmittance won't rely on it.
* Added LightStreaks PostEffect.
* Split of Colour to RgbColour and RgbaColour.
* Added some booleans in Scene, to be able to disable unneeded parts of the rendering.
* Added signals to forward SSS, Pass, and Material changes to the scene.
* Billboards dimensions are now a castor::Point2f instead of a castor::Size.
* Using shader::Shadow::getLightSpacePosition from shader::SssTransmittance.
* Taking care of light visibility while filling LightBuffer.
* Fixed RenderPassTimer, added reset() function.
* DebugOverlays are now generated, and not anymore in Core.zip.
2017-11-03 Sylvain Doremus <[email protected]>
* Split travis build to prevent timeouts.
2017-10-25 Sylvain Doremus <[email protected]>
* Updated doxygen comments.
* Changed near plane to 0.5 for spot lights and VSM are then fixed.
* Removed some projects from Travis build.
* Updated license text
* Added sRGB colour space support.
* Using fma wherever it is possible.
* Moved far plane into LightCategory, and reflected this change in shaders.
* Removed CombinePass from DeferredRendering, to gain render time.
* Fixed 3x3 matrix inversion.
* Caches object creation message is now a debug message.
* Enabled stencil buffer for SMAA pass, to optimise render time for it.
* Fixed legacy reflections.
* Environment maps are now using RGAB32F pixel format.
* Depth buffer is now shared between all passes.
* Added transmission profile to SubsurfaceScattering in Pass.
* Parsed this profile from SceneFileParser.
* Using it in GlslSubsurfaceScattering shader (which should be renamed...)
* Updated license text.
* Taken care of codacy review comments.
* Fixed Parallax Occlusion Mapping, by taking the scene UBO from the opaque pass.
* DeferredRendering no more has its own SceneUbo.
* Disabled build of all importers in Travis.
2017-10-07 Sylvain Doremus <[email protected]>
* Fixed hi poly models loading.
* Removed albedo from lighting computation.
* Added pass extended data's architecture.
* Added parsing of subsurface scattering configuration in scene files.
* Added ShaderBuffer class.
* PassBuffer now selects between TBO or SSBO, at runtime.
* Added PassFlag enum, and added it to RenderPass functions (and all derived)
* Fixed shadow mapping on Intel: samplers can't be parameters.
* Fixed emissive.
* material ID is now stored in the geometry buffer
* Added isEmpty function to CacheView.
* Removed ^ operator, added point::cross.
* Added a way to build the frustum from view and projection matrices.
* Now Equirectangular images processing takes care of HDR.
* glsl::Utils::calcWSPosition now takes the depth as a parameter.
* Fixed a bug in specular roughness pipeline
* Added scene configuration in GUI elements.
* Implemented same face subsurface scattering
* Added farPlane to directional lights in GLSL
* Adding linear depth maps
* Added FilmGrain post-effect plugin.
* Added transmittance texture channel.
* Taking care of height maps, to modulate normals.
* Added parallax_occlusion option in Pass.
* Implemented SMAA, 1x and T2X (without reprojection) are functional.
* Fixed billboards and overlays rendering
* Improved GlslWriter, to handle boolean expressions, and binary expressions.
2017-09-27 Sylvain Doremus <[email protected]>
* Implemented VSM except for PointLights.
2017-09-08 Sylvain Doremus <[email protected]>
* Fixed a driver crash issue due to the fact that I'd forgotten to transmit lights' far plane to forward pass
* Light pass result is split in two : diffuse and specular.
2017-09-07 Sylvain Doremus <[email protected]>
* Fixed background colour for legacy scenes.
* Fixed overlays removal.
* Fixed a crash in debug symbols fetching that happened sometimes on Windows (due to an invalid pointer handle oO).
* Fixed ChangeTracked, and added GroupChangeTracked.
* Updated batch files to use Castor3DTestScenes
* Fixed shadows for point lights.
2017-09-06 Sylvain Doremus <[email protected]>
* Fixes for GCC
* Now taking care of light's volume to select the nearest light for shadow map generation.
* Fixed processing of alpha (blending or rejection)
* Grouped render pass timers by type.
2017-08-31 Sylvain Doremus <[email protected]>
* ColourSkybox now has an update function.
* Added CubeBox and SphereBox properties.
* Increased number of SpotLight shadow maps to 20
* Changed the way meshes are written in the scene file.
* They are now in their own subsection under the scene section.
* Some crash fixes.
* Moved includes to GL/gl.h in new file GlGetFunction.
* It allows to remove remaining dependencies to this header from GlRenderSystem headers.
* Fixed properties in GuiCommon.
* Added CubeBox display in submesh properties.
2017-08-27 Sylvain Doremus <[email protected]>
* Made WorkerThread test more predictable.
2017-08-26 Sylvain Doremus <[email protected]>
* Added a skybox used to render the background colour in PBR.
2017-08-25 Sylvain Doremus <[email protected]>
* Fixed README.md
* Trying to fix failure on Windows x86 builds.
2017-08-24 Sylvain Doremus <[email protected]>
* Moved GPUBuffer creation and storage initialization into RenderSystem, to be able to get it from a buffer pool.
* Implemented BuddyAllocator.
* Vertex buffers are now managed through a memory pool.
* I have on big GPU buffer, and the vertex buffers are allocated memory from this buffer, and given their offset.
* Removed test scenes from the repo.
* Using buffer pool for index buffers.
* Fixed Castor3DTest
* Added Castor3DTestScenes submodule
* Now IndexBuffers use the buddy allocator from the pool.
* Removed IndexBuffer from MeshLightPass
* Fixed submodule access.
2017-08-22 Sylvain Doremus <[email protected]>
* Disabled IBL filtering for reflection maps.
* Removed Policy<> struct.
* Removed create/destroy functions from FrameBuffer.
* Using alpha function in shadow maps generation.
* Moved UBO variable names to appropriate UBO classes.
2017-08-17 Sylvain Doremus <[email protected]>
* Now selecting an object in the scene displays its properties.
* Renamed GLSL namespace to glsl, merging shadow maps.
* Fixed Signal, added unit tests for it.
* Reduced textures to their meaningful component, in Pass.cpp.
* Fixed QuaternionProperties.cpp
* Moved GLSL concepts only needed in Castor3D (related to lighting, materials, and shadows)
* Reordered Shader folder's file in subfolders.
2017-08-10 Sylvain Doremus <[email protected]>
* Refactored CastorUtils, GlslWriter and Castor3D to use camelCase instead of PascalCase for function names.
2017-07-28 Sylvain Doremus <[email protected]>
* Fixed driver crash with Sponza and point light shadows.
* Moved Debug dump functions, to be able to display debug dumps from RenderTarget
2017-07-27 Sylvain Doremus <[email protected]>
* Fixed Peter Panning, restoring my previous bias.
* Fixed SceneExportTest
* Updated the README
* Added GaussianBlur class, and using it to blur directional light shadow map.
2017-07-26 Sylvain Doremus <[email protected]>
* SSBO layout std430 is useless, somehow, since I'm still forced to align arrays on 16 bytes.
* Fixed PreciseTimer.hpp
2017-07-25 Sylvain Doremus <[email protected]>
* Changing PassBuffer to a ShaderStorageBuffer.
* GpInfoUbo is now held by DeferredTechnique, and inner passes have a reference to it, so it is now updated only once.
2017-07-24 Sylvain Doremus <[email protected]>
* Added RenderPassTimer instances where it would be needed.
* Added a typedef on std::chrono::milliseconds and std::chrono::nanoseconds.
* Fixed forward rendering lights and shadows.
* Fixed shadows for forward rendering pass.
* Fixed ObjImporter 4 sided faces import.
2017-07-23 Sylvain Doremus <[email protected]>
* Updated program flags retrieved from the Pass.
* Implemented PCF shadows.
* Fixed frame saving.
* Fixed colours saturation when using a post effect.
2017-07-22 Sylvain Doremus <[email protected]>
* Fixed lights and shadows for PBR workflows.
2017-07-20 Sylvain Doremus <[email protected]>
* Updated builtin importers.
2017-07-19 Sylvain Doremus <[email protected]>
* Updated Spheres test scene to match more closely the one using metallic workflow
* Fixed emissive, and shadow for spot and point lights.
2017-07-18 Sylvain Doremus <[email protected]>
* Removed l_ prefix.
* Renamed l_return to l_result
* Added configuration capacity to FxaaPostEffect.
2017-07-17 Sylvain Doremus <[email protected]>
* Implemented PBR Specular workflow, not satisfying yet.
2017-07-14 Sylvain Doremus <[email protected]>
* Updated importer plugins.
* Renamed ePbr to ePbrMetallicRoughness, and PbrPass to MetallicRoughnessPbrPass.
* Moved tests into folders.
2017-07-13 Sylvain Doremus <[email protected]>
* Updated TestRenderSystem.
* Fixed PickingPass.
* Updated CastorDvpTD materials.
* Fixed reflection and refraction, for both PBR and Legacy materials.
* Made GLSL::Vec classes more restrained on operator=
* Fixed seamless cube maps.
* Fixed Environment mapping for Legacy materials.
* Implementing refraction for PBR materials.
* Optimised PickingPass.
* It now downloads a small area of the texture, instead of downloading it completely.
* Fixed frustum culling.
* Added download capacity to FrameBufferAttachment classes.
* Added PbrPass viewer for GuiCommon.
2017-07-12 Sylvain Doremus <[email protected]>
* Fixed HDR in skybox.
* It was only due to default sampler : it now using WrapMode::eRepeat.
* Fixed reflection mapping and HDR processing for skybox.
* Removed buggy barrier in Submesh
* Updated test suite.
* Fixed reflection mapping and HDR processing for skybox.
* Simplified a bit Submesh, added SubmeshUtils.
* Implemented IBL.
* Moved Equirectangular texture processing to Skybox.
* Fixed ComputeParticleSystem random buffer.
2017-07-05 Sylvain Doremus <[email protected]>
* PBR lighting works.
* The scene holds the default material type, and it has been reflected in cscn files.
* Modified texture channels to reduce their numbers, and to make some of them usable for PBR.
* Modified RenderPass, to be able to generate a specific pixel shader for pbr or legacy pass.
2017-07-03 Sylvain Doremus <[email protected]>
* Instantiated skinned mesh now works.
2017-07-01 Sylvain Doremus <[email protected]>
* Updated CastorGui, to be able to build real GUIs.
2017-06-30 Sylvain Doremus <[email protected]>
* GLSL::Ubo and GLSL::Ssbo now take their binding as a parameter, to simplify their binding point matching, between shader stages.
* Implemented GLSL::Shader to store data structures informations at shader write time.
* I now need to use it to bind UBOs and SSBOs at the right binding points.
2017-06-29 Sylvain Doremus <[email protected]>
* Adding support for instantiated skinning
* Fixed CPU core count on Linux.
2017-06-28 Sylvain Doremus <[email protected]>
* Simplified GpuBuffer, which is no more a template class, which has allowed to remove GlBufferBase
2017-06-27 Sylvain Doremus <[email protected]>
* Animations are now updated using a thread pool
2017-06-19 Sylvain Doremus <[email protected]>
* Integrated Dabou Master's animated meshes for towers.
* First attempt to dynamically add shadow producer lights.
2017-06-12 Sylvain Doremus <[email protected]>
* Alpha rejection works, it is now applied on the pass, instead of the texture unit.
2017-06-09 Sylvain Doremus <[email protected]>
* Some refactoring of TextureUnit.
* Weighted blend OIT works.
* Fixed Castor3DTest
* Fixed TestRenderSystem.
* Weighted blend works.
* Moved a bit some files in appropriate folders.
2017-06-06 Sylvain Doremus <[email protected]>
* Merged DeferredMsaaRenderTechnique into RenderTechnique.
* Removed RenderTechnique plugins.
2017-06-05 Sylvain Doremus <[email protected]>
* SsaoConfig is now written into scene files.
* Added SsaoConfig structure, which allow configuration for enable status, effect radius, and bias.
2017-06-03 Sylvain Doremus <[email protected]>
* Fixed ShaderEditor cleanup.
* SSAO is now working.
* Fixed CastorUtilsUniqueTest
2017-06-02 Sylvain Doremus <[email protected]>
* Added a way to registered variable names in GlslWriter.
* Fixed SSAO, it is faint, but it works.
* Moved NodeState to GuiCommon, to be able to use it in other projects.
* Modified Geometry::SetMaterial to be able to disable the event posting.
* Fixed animations loading from Assimp.
* For animation nodes that don't have a bone, I create a new bone to assign the node to it.
2017-04-25 Sylvain Doremus <[email protected]>
* Moved SSAO pass into FogPass which is renamed CombinePass.
2017-04-18 Sylvain Doremus <[email protected]>
* Compilation fixes
* Fixed the regressions in deferred msaa and in reflection/refraction
2017-04-15 Sylvain Doremus <[email protected]>
* Moved all LightPass related stuff in LightingPass.
* Both deferred rendering techniques now use this.
* Updated zip scenes
2017-04-14 Sylvain Doremus <[email protected]>
* Ambient lighting is repaired, and fog too.
* Pass buffer works correctly, with every test scene.
2017-04-13 Sylvain Doremus <[email protected]>
* Nearly working, materials are given to pass buffer
* It compiles, shaders compile, but the materials are not there yet...
2017-04-12 Sylvain Doremus <[email protected]>
* Fixed a compile error in GuiCommon.
* Added classes for common UBOs (Matrices, ModelMatrix, Model, Scene, ...).
* Still modifying a lot of things.
* Implementing materials in texture buffers.
* I take it from shader writer side, in OpaquePass
2017-04-11 Sylvain Doremus <[email protected]>
* Repaired shadows.
* Reflection, refraction, and their combination is now rendered properly.
* Need to fix other scenes, now...
2017-04-09 Sylvain Doremus <[email protected]>
* Improved the camera movement in CastorViewer.
* Fixed a bug in environment map updates.
* Fixed a bug in submesh's reference counting of materials.
2017-04-08 Sylvain Doremus <[email protected]>
* Implemented combination of refraction and reflection.
2017-04-07 Sylvain Doremus <[email protected]>
* Fixed the memory leak, due to a non virtual destructor on TextureSource...
* Fixed ShaderEditor.
* Fixed the crash, properly this time (it didn't crash anymore, but the fix was wrong)
* Fixed the crash in test cases.
* Environment mapping works with reflections.
2017-04-06 Sylvain Doremus <[email protected]>
* Implementing environment map pass for deferred rendering.
* Fixed the texturing bugs, it was due to the lights texture relying on the buffer for its dynamic texture (buffer that does not exist anymore)
2017-04-05 Sylvain Doremus <[email protected]>
* Reduced drastically the memory print of Castor3D, by avoiding creation of a pixel buffer for dynamic textures, it introduced a bug, some static textures are not initialised properly.
* Reflection mapping works with deferred rendering, but it's not satisfying...
* Reflection map faces are now generated properly.
* Reflection map is not generated properly, each face displays the same view.
* It is now sampled from the fragment shader.
* ReflectionMap is initialised, updated and rendered "successfully", but not used in the shader program yet.
* GUI events are now forwarded back to the user.
* GUI events are now forwarded back to the user, so they can be processed in user code.
2017-04-03 Sylvain Doremus <[email protected]>
* Reviewing Interop projects.
2017-04-02 Sylvain Doremus <[email protected]>
* Fixed Castor3DTest.
* Fixing Castor3DTest.
* Updated importers.
* Fixed some bugs, with Skybox, TextureProjection and shadowing of objects with an opacity map.
2017-04-01 Sylvain Doremus <[email protected]>
* World space position and view space position are reconstructed correctly.
2017-03-31 Sylvain Doremus <[email protected]>
* World space position reconstruction from depth works with nearly everything, just need to fix the DirectionalLight shadows.
* World-space position reconstruction from depth works, along with directional lights
2017-03-30 Sylvain Doremus <[email protected]>
* Tried with view space position reconstruction from depth buffer, it's better but not good yet.
2017-03-29 Sylvain Doremus <[email protected]>
* Trying to convert from world space to view space in the fragment shader, not working yet.
* Trying another implementation of SSAO.
* Updated zip scenes.
* Fixed few bugs.
* Updated basic scene files.
2017-03-28 Sylvain Doremus <[email protected]>
* Removed material's ambient component.
* Moved RenderWindowCache back in Engine
* Debugging SsaoPass.2017-03-28 Sylvain Doremus <[email protected]>
* SSAO is implemented for deferred rendering techniques, it only needs debugging.
2017-03-27 Sylvain Doremus <[email protected]>
* Implemented Parallax Occlusion Mapping.
* Trying to implement parallax mapping.
* Fixed TestRenderSystem type string.
* Fixed writing of tone mappings, post effects and techniques, so they write proper parameters.
* Enabled TestRenderSystem if plug-ins are not enabled but tests are.
2017-03-26 Sylvain Doremus <[email protected]>
* Changed the texture used in test scene EquirectangularSkybox.zip
* Some bug fixes, on Linux.
* Removed extra functions from Importer plug-ins and Renderer plug-ins.
* It allowed me to move to C style function export for plug-ins.
* Now MeshGenerator::Generate takes a Parameters instance instead of random arrays.
* In scene files, the parameters are then made explicit.
* Terrain generation with diamond-squared algorithm is implemented.
2017-03-24 Sylvain Doremus <[email protected]>
* Added reflection mapping support in Scene/SceneFileParser and in Pass
* Modified Quaternion, made the from_xxx functions to be named constructors.
* Removed the render technique from RenderTechniquePass.
* ReflectionMap and ReflectionMapPass now compile.
2017-03-23 Sylvain Doremus <[email protected]>
* Added reflection map classes.
* Updated the copying of zlib.dll, which was broken, somehow.
2017-03-22 Sylvain Doremus <[email protected]>
* Shininess fix adjustment.
* Update doc main page.
* Fixed DeferredMsaaRenderTechnique, I actually really need this non MS depth buffer, and the blit after geometry pass.
* Modified the way NodeState is used, I now store a map of NodeStates, with scene node name as a key.
* It allows to reset a node to its original status.
* Fixed the specular bug I had for some time, it was due to p_shininess being 0, in the equation pow( l_specularFactor, p_shininess );.
* I've modified it this way pow( l_specularFactor, max( p_shininess, 0.001_f ) );.
* Added RenderInfo struct, which holds the render counts (vertex, faces, objects, visible, particles, ...).
* Fixed CastorViewer camera handling.
* Cleaned up includes in CastorUtils and Castor3D cpps.
2017-03-21 Sylvain Doremus <[email protected]>
* Fixed equirectangular skybox.
* Fixed CastorDvpTD.
* Fixed Doxygen warnings.
* Fixed setup generation.
2017-03-20 Sylvain Doremus <[email protected]>
* Using GLSL::Function.
* Disabled AppVeyor x64 build, because for an unknown reason the test fail with an exception, while they pass correctly on my Windows x64 machine ...
* Removed the table's last line
* Fixed a typo
* Added AppVeyor status to README.md
* Fixed CastorGUI.
* It was due to half finished signal/connection integration...
* Fixed Windows x64 out of the box build.
2017-03-19 Sylvain Doremus <[email protected]>
* Fixed the mess nano has done...
* Disabled Windows x64 build, and Castor3DTest on Linux.
* Fixed freetype lookup on Windows x64.
* Fixed a crash in LoopSubdivider in Release only.
* Fixed OverlayCache view, it now uses OverlayCache initialiser and cleaner.
* Fixing CastorUtilsTest
* Fixing VS2015 build
* Fixing appveyor.yml
* Removed Euler angles from Quaternion.
* Added draft appveyor.yml
* Fixed a crash on scene cleanup.
* Updated Importer plug-ins.
* Fixed Castor3DTest.
* Added a FrameListener to Scene, so its objects are contained, initialised and cleaned up from there.
* It allows a better Scene cleanup and switch, which doesn't need a RenderLoop cleanup.
2017-03-18 Sylvain Doremus <[email protected]>
* Fixed binary export/import, the animation bug came from the endianness change on invalid template specialisation that was allowed by msvc
2017-03-17 Sylvain Doremus <[email protected]>
* Create ConstCoord typedefs, to use in Matrix, for constant column gettes
* Added support for Visual Studio 2017.
* Few modifications in Scene/Animation, to remove some shared_ptrs
* Merge pull request #149 from DragonJoker/staging/20170316-bugfix-001868-linux_shadow_maps
* Shadow maps work fine on Linux without any change to them
* Temporarily disabled testing (pass locally, though)
2017-03-16 Sylvain Doremus <[email protected]>
* Fixed skybox rendering when using deferred rendering, and with a shadow producer light.
* Shadow maps work fine on Linux without any change to them, I certainly have fixed them somehow with my previous changes.
* Fixed TestUniformBufferBinding.cpp, to make it have a size, so uniform buffers are initialised.
* Deferred rendering is now a proper deferred rendering.
* Updated OpenGLES3RenderSystem, TestRenderSystem, and implemented some fixes for GCC/Linux
* Fixed the CMakeLists.txt
* Deferred rendering is now the default render technique.
* Background image is now rendered as a texture projected on a skybox, allowing it to be rendered at the same place as the skybox, and benefiting from the depth test against opaque objects.
2017-03-15 Sylvain Doremus <[email protected]>
* Some cleanup
* DeferredMsaaRenderTechnique works fully, using DeferredCommon.
* Created DeferredCommon library, to put common code for DeferredTechnique and DeferredMsaaTechnique.
* Deferred shadow map for point lights work fine using multipass.
* Forward rendering point light shadow maps works fine using multipass.
* Trying to move to multipass point light shadow maps.
* Multiple spot light shadows are fixed.
* It came from the glClear function that somehow needs the glDepthMask set to GL_TRUE when clearing depth buffer...
* Some name refactoring
* Debugging shadow maps.
* Single light shadow maps work properly
2017-03-14 Sylvain Doremus <[email protected]>
* Point and spot lights are now rendered properly.
* FrameBuffer::Clear doesn't parse the attachments anymore
* Spot and point lights are back.
* Updating DeferredRenderTechnique
* Now FrameBuffer::Bind doesn't set the draw buffers, the user must do it himself.
* Background image is now displayed, but masks opaque objects which are drawn before.
* Added shadow maps in deferred rendering.
* Added Clear function to FrameBufferAttachment classes.
* Added debug check of last given DepthStencilState against current OpenGL state, I may have a problem, here (already fixed some, though).
2017-03-13 Sylvain Doremus <[email protected]>
* Some attempts to fix the RToT
* Actually, multiple shadows don't work, and even worse, multiple light sources of the same type don't work, neither.
2017-03-12 Sylvain Doremus <[email protected]>
* Multiple shadows of same type work properly.
* Directional light shadow maps work with deferred rendering.
* Now the RenderTechniquePass holds the shadow maps.
2017-03-11 Sylvain Doremus <[email protected]>
* The skybox for background colour is generated properly, with a 16x16 texture though.
* Deferred rendering is fully functional, except for the background colour.
* For the background colour, I'll probably have to set the skybox with a 1x1 texture containing the pixel with the right colour
2017-03-10 Sylvain Doremus <[email protected]>
* Now the light passes hold the programs array, and DeferredRenderTechnique holds one pass for each light type.
* Implementing proper deferred rendering technique, with one pass per light.
* Directional lighting is implemented, without shadows though.
2017-03-9 Sylvain Doremus <[email protected]>
* Templated GLSL::Vec2, GLSL::Vec3, GLSL::Vec4, GLSL::Mat2, GLSL::Mat3, and GLSL::Mat4.
* Added GLSL::Function class.
2017-03-8 Sylvain Doremus <[email protected]>
* Removed ProgramFlag::eShadow, since it was redundant with SceneFlag.
* Fixed shadow maps in deferred rendering.
* Added SceneFlag scoped enumeration, and replaced the uint8_t I were using by a SceneFlags reference.
* Added Shadow class, to handle shadow configuration.
2017-03-7 Sylvain Doremus <[email protected]>
* GCC Fix #1 (well, more a MSVC bug)
* Multiple point light shadow maps work, using a sampler array instead of an array sampler.
* Implemented Update and Render in specific ShadowMaps.
* Updated TestRenderSystem
* Added classes to display cube texture arrays, to try to debug point lights shadow maps.
* Multiple spot light shadows are functional
2017-03-6 Sylvain Doremus <[email protected]>
* Now ShadowMap holds the attaches, to be able to give the right one to the ShadowMapPass
* Added deferred_shadow_all.cscn scene.
* The lights are now sorted by distance to the camera, in ShadowMap, to be able to enable shadow maps on the nearest lights.
* Renamed point::distancexxx to point::lengthxxx.
* Added proper point::distancexxx to compute distance between two points.
2017-03-5 Sylvain Doremus <[email protected]>
* Splitted ShadowMaptoXXX classes into ShadowMapXXX and ShadowMapPassXXX.
* ShadowMap holds the non light dependant data (such as texture and framebuffer).
* ShadowMapPass holds the light dependant data (such as camera and viewport).
* Added a scene to test shadow maps interactions (3 light sources, of different type, and shadow producers).
* It's highlighted a bug, that is now fixed.
2017-03-4 Sylvain Doremus <[email protected]>
* Fixed travis.yml typo
* Point light shadow maps are eventually fixed!!
* Nearly good, the shadow map is generated properly with correct results.
* Fixed the render of cube texture faces to 2D textures.
* There are still problems in the shadow calculations though:
* - There is a vertical offset between shadow map and the computed shadow.
* - There is a problem with incorrect shadow computations, when the light is moved up or down, at the edges of the cube.
* These problems may be linked, or not, more investigation is needed.
2017-03-3 Sylvain Doremus <[email protected]>
* Disabled GlRenderSystemTest in Travis builds (it can't be run).
* Build on linux, in release
* Fixed platform specific DoShowBacktrace functions in release.
* Removed header
* Added header
* Added build status to README.md
* Removed useless statement.
* Equirectangular HDR files are mapped correctly to cube maps.
* Moved render to texture code to separate classes.
2017-03-2 Sylvain Doremus <[email protected]>
* First draft of equirectangular HDR textures.
* Not too bad, I have no crash, and the cube map receives a render, but the faces are in wrong order.
2017-02-28 Sylvain Doremus <[email protected]>
* Added RangedValue and Range classes to CastorUtils.
* Fixed the way to handle overlay position, so the buffers are not regenerated for position changes.
2017-02-16 Sylvain Doremus <[email protected]>
* Using CASTOR_PLATFORM_* macros.
* Moved platform specific implementations to Platform folder
2017-02-4 Sylvain Doremus <[email protected]>
* Fixed compilation on Windows, removed remaining _MSC_VER, _WIN32, _GNUG, ...
2017-02-3 Sylvain Doremus <[email protected]>
* CastorUtils nearly builds on Android
2017-02-2 Sylvain Doremus <[email protected]>
* Fixed the UDL parameters.
2017-02-1 Sylvain Doremus <[email protected]>
* Fixed test cases, and the build of GuiCommon
* All times are expressed using std::chrono duration types.
2017-01-31 Sylvain Doremus <[email protected]>
* It is fixed, and it reveals that GPU is the bottleneck (if it is really fixed)
2017-01-29 Sylvain Doremus <[email protected]>
* Added implementation of OpenGL ES 3 renderer.
2016-12-21 Sylvain Doremus <[email protected]>
* Fixed Particle system
* Shadow maps with transparent objects are fixed.
2016-12-19 Sylvain Doremus <[email protected]>
* Shadows for alpha meshes.
* The textures have some problem.
2016-12-15 Sylvain Doremus <[email protected]>
* The memory problems are solved on RAM, but I crash the driver...
* All is implemented, but some memory problems...
2016-12-14 Sylvain Doremus <[email protected]>
* Introduced UniformBufferBinding class, which is the link between a program and a UBO.
* Now RenderPass holds its UBOs, as do other classes that create their pipelines (Context, ToneMappings, PostEffects, ...).
* Now, I have to debug that.
2016-12-13 Sylvain Doremus <[email protected]>
* Program has been removed from UniformBuffer.
* Added a message in UniformBuffer when its initialisation fails.
2016-12-12 Sylvain Doremus <[email protected]>
* Uniform variables have to main classes: Uniform, and PushUniform.
* PushUniforms are uniforms that are given directly to the ShaderProgram, whereas UniformBuffer holds Uniform instances.
* No more MatrixUniform, OneUniform and PointUniform, the template parameter of TUniform being UniformType.
* Uniformisation of uniform variables implementations.
* Created PushUniform class, that has the shader program.
* Renamed FrameVariable to Uniform
2016-12-11 Sylvain Doremus <[email protected]>
* Implemented alpha rejection in shadow maps.
* Removed Peter Panning using normal offset of world space position instead of depth bias.
* The render loop now updates the queues, which are gathered from the render technique.
2016-12-10 Sylvain Doremus <[email protected]>
* Moved most render functions to RenderPass, only PickingPass has his ones.
* Fixed picking of transparent nodes.
* Fixed the instancing of transparent nodes.
* Now Logger can display messages without printing a newline.
* Log messages are not pointers anymore.
* Renamed DirectRenderTechnique to ForwardRenderTechnique.
* Renamed MsaaRenderTechnique to ForwardMsaaRenderTechnique.
* RenderQueue and RenderPass now process one type of nodes (opaque or transparent)
* RenderTechniquePass class has been created, and RenderTechnique now has two passes.
2016-12-7 Sylvain Doremus <[email protected]>
* All bind methods now have void return type instead of bool.
* All dependant functions have been updated consequently, most of them now have a void return type too.
* ShaderProgram initialisation and binding has been modified to behave like the other classes of the engine.
* I has allowed me to highlight the declaration of frame variables that was not present in the shaders.
* Hence, I have updated the program and texture flags modification from the render passes.
* Splitted DoCompleteProgramFlags in two (opaque and transparent), to handle lights properly.
* The changes are done, now I must test them.
* Fixed pixel format test
* Removed TPL_PIXEL_FORMAT macro
* Removed extra qualifier in header.
* DeferredRenderTechnique and DeferredMsaaRenderTechnique now support shadows, and also objects that don't receive shadows.
* Added a way to check for the texture units completeness before a draw call, in GlDebug.
* It helped me fix the sampler unbind bug.
* But it didn't help fix the noisy message which is still there.
* Looks like it is related to a shader using shadow samplers with no textures bound to it, which is not the case...
* So I temporarily filtered the message out, but it needs investigation on its own.
* CastorTD now uses shadows too.
2016-12-6 Sylvain Doremus <[email protected]>
* Submesh's matrix buffers are now updated in a pre-render event, instead of queue-render
* Added "Trace" log level (lower than debug, it displays notifications from OpenGL Debug Output).
* Reworked GlDebug's debug callbacks, to make them more concise, and now each severity level matches a log level.
* Created common functions in render pass, to copy instantiated nodes matrices.
* DeferredMsaaRenderTechnique now uses shadows correctly too.
* Fixed the memory issue when a log level was given as command line parameter.
* Still the noisy message about shader/texture/sampler mismatch, since I don't know where it comes from, I'll probably need to store the state for currently bound OpenGL objects, in GlDebug...
2016-12-6 Sylvain Doremus <[email protected]>
* Now objects have the "shadow receiver" property.
* Now objects have the "shadow receiver" property.
* Modified render nodes so they use the newly created frame variable.
* Added support for non shadow receiver objects in GlslLighting.
* Now I'll need to rework deferred rendering outputs to make it work.
* Added new UBO: Model.
* Added RenderedObject class, to handle object visibility and behaviour with shadows
2016-12-5 Sylvain Doremus <[email protected]>
* Looks like the render is done, but some debug messages remain.
* Moved OpenGL debug checks to a new GlDebug class.
2016-12-4 Sylvain Doremus <[email protected]>
* Still some issues about non matching shader/sampler/texture.
* Updated the scenes
* Directional lights shadow mapping now works.
2016-11-16 Sylvain Doremus <[email protected]>
* I lost my shadow map rendering :/
* I have something, but not quite good, needs work for task #1841
2016-11-11 Sylvain Doremus <[email protected]>
* Added base infrastructure.
2016-12-4 Sylvain Doremus <[email protected]>
* Texture transfers seem to work, even in PboTextureStorage.
* Still some issues in TransformFeedback tests.
* Fixing test cases.
* Removed useless using namespace Castor;
* RenderWindow now holds the picking pass.
* Created GpuObjectTracker class and moved this code from RenderSystem.
* Added Castor::CpuInformation to Castor3D::Engine
* Moved caches sources files to Cache folder.
* Moved prerequisites sources to Prerequisites folder
2016-12-2 Sylvain Doremus <[email protected]>
* Fixed a problem with PixelFormat. Maybe will I have to take care of endianness.
* Implemented worker threads and thread pools.
* Fixed some memory leaks and memory problems detected with valgrind.
* The material type is now written in cscn files.
* All importer plug-ins are updated.
* LegacyPass has been created.
* Some issues with CastorDvpTD in Release only.
2016-11-30 Sylvain Doremus <[email protected]>
* Compute particle system is now functional.
* Particle systems are written to cscn files.
* Second attempt to write particle system to cscn files.
* First attempt to write the particle system to cscsn files.
* Particle system using compute shader is working.
2016-11-29 Sylvain Doremus <[email protected]>
* Created atomic counter buffers class.
* Created atomic counter buffers class.
* Added support for compute shaders.
* Added ShaderStorageBuffer class.
* Fixed test projects.
* Created FlagCombination class to handle flags.
* Modified CpuBuffer and GpuBuffer behavior.
* Added ShaderStorageBuffer class.
2016-11-22 Sylvain Doremus <[email protected]>
* Standard C++ compliance fix #1
* Finished CPU particle systems.
* CPU particle system is functional.
* Created FireworksParticle plug-in as a proof of concept for CPU particle systems.
2016-11-21 Sylvain Doremus <[email protected]>
* Fixed the billboards sorting, fixed compatibility with particle system.
* Writing the billboards sorting, using directly the vertex buffer.
* Modified a bit the error model during the context creation.
* Added spherical billboards.
* Added a way to specify the billboard type in SceneFileParser.
* Fixed ParticleSystem.
2016-11-19 Sylvain Doremus <[email protected]>
* Billboards don't use geometry shaders anymore.
2016-11-17 Sylvain Doremus <[email protected]>
* Changing billboards infrastructure.
* First draft, and some quick and dirty stuff to test it, but not functional yet.
2016-11-15 Sylvain Doremus <[email protected]>
* Lights don't have PositionType anymore.
* Lights don't have PositionType anymore.
* Directional lights now use the scene node's orientation.
2016-11-11 Sylvain Doremus <[email protected]>
* Disabled the build of CastorViewer, CastorDvpTD ans Castor3DTest
* Added gtk2
* Fixed Xinerama dependency
* Typo again
* Fixed a typo
* Container based doesn't work, sticking to traditional, but enabled samples
* Same, with container base
* Trying use of gcc 5
2016-11-10 Sylvain Doremus <[email protected]>
* Skybox are fixed.
* Skybox are fixed.
* It was due to unsynchronised camera and skybox: The skybox is rendered before the scene is updated.
* I've also had to modify the mouse events to make them post post-render events.
2016-11-9 Sylvain Doremus <[email protected]>
* Bloom is fixed.
* The problem in the UBO was due to the stride of float arrays in it.
* This stride is 16 bytes (size of a vec4), hence my values were packed instead of being dispatched with this stride.
* I have added support for other UBO layouts (packed and shared).
2016-11-8 Sylvain Doremus <[email protected]>
* Modified the behavior of GlFrameVariableBuffer, to upload it only when needed.
* Removed string values from FrameVariable.
* Bloom is fixed, but some problems with UBO...
* Additionals enums updated.
2016-11-4 Sylvain Doremus <[email protected]>
* All enumerators from Castor3D are updated.
2016-11-3 Sylvain Doremus <[email protected]>
* All enumerators in CastorUtils are updated.
* All enumerators in GlRenderSystem are moved to scoped enumerators.
* Half the enumerators in GlRenderSystem are changed.
* All enumerators in CastorUtils are changed.
2016-11-1 Sylvain Doremus <[email protected]>
* Fixed the test cases in Castor3DTest.
* It allowed me to re-enable BinaryExportTest.
2016-10-31 Sylvain Doremus <[email protected]>
* Added options for test projects
2016-10-28 Sylvain Doremus <[email protected]>
* Now outputing generated test projects in CMake results.
* Fixing Castor3DTest.
* GlRenderSystemTest works on Linux too.
2016-10-27 Sylvain Doremus <[email protected]>
* Particle system generalisation is done.
* User can now specify the vertex and geometry shaders to use, the UBOs he wants to use, and the particles description.
* Generalising ParticleSystem.
* It is nearly done, but still not functional, needs some more debugging.
* ParticleSystem is now working (I forgot the billboards dimensions, so it probably worked before).
* Now I need to generalise it.
2016-10-26 Sylvain Doremus <[email protected]>
* Render queue has been fixed.
* RenderQueue no longer holds maps, it holds the nodes, directly.
* All dependant classes have been updated to match this change.
2016-10-25 Sylvain Doremus <[email protected]>
* Removed v sync from all scenes.
* Using Float4 class for SSE2 in matrices.
* Fixed instantiation.
2016-10-24 Sylvain Doremus <[email protected]>
* Changed max texture matrices to 4.
* An AStyle pass.
* Modified a bit RenderQueue so it doesn't need the static dummy nodes list.
* Moved some enums to scoped enums in GlRenderSystem.