v2.2.2 Cerberus
Codename Cerberus
For more information, see the manual
See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
See What's new in Ogre 2.2
- Fix Constant bias not working with reverse depth enabled
- Fixed glitchy ESM shadows due to missing barrier
- Fixed very intermittent failure of glXMakeCurrent after window creation
- Make OgreMemorySTLAllocator compile in C++20 mode
- Keep accurate stats of drawn verts/tris/instances via getMetrics
- Fixed crash in Sample_TutorialCompute01_UavTexture
- Fixed regression which breaks D3D11 and possibly other RS
- [D3D11,Win32] Fixed invalid size of newly created window.
- Performed math optimization in ScreenRatioPixelCountLodStrategy
- [GL3+] Incorrect invalidation of MSAA -> Resolved RenderTargets
- Redone math formulas in PixelCountLod strategies w/ much better accuracy
- Fixed crash when trying to use AbsolutePixelCountLodStrategy
- Fixed build error with PVRTC Codec
- Moved setUseDiffuseMapAsGrayscale to cpp
- Fix: Tutorial01_Initialization crash due to missing LTC matrix textures
- Added "diffuse_map_grayscale" hlms property to allow grayscale texture for diffuse_map
- Fixed compilation of Ogre::UTFString when used outside of Ogre
- Added note on how to preserve the MSAA content of all 6 faces
- Put pass ibl_specular inside mixedCubemapRtv
- Updated DynamicCubemap tutorial on how to render cubemap w/ MSAA
- Added RTV support for MSAA cubemaps
- [D3D11] Use ComPtr for D3D11DynamicBuffer, D3D11StagingBuffer, D3D11BufferInterfaceBase, D3D11VertexArrayObjectShared, Vbo, VertexBinding
- [D3D11] allow repeated call to D3D11WindowsSwapChainBased::_destroySizeDependedD3DResources, could happen on device lost
- Dead code removed
- Fixed incorrect number of mipmaps in Per Pixel PCC
- Improved shader occupancy on AMD (HLSL) of the voxelizer
- [Metal] Declare RSC_VP_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER capability as in https://developer.apple.com/documentation/metal/rendering_reflections_with_fewer_render_passes
- [D3D11]Fixed regresion in OpenVR sample
- [D3D11] Fix build with non Win10 SDK
- [D3D11] Use ComPtr for everything else except VBO buffers
- [D3D11] Use ComPtr for fences
- [D3D11] Use ComPtr in D3D11TextureGpu for pointers with owner semantic
- [D3D11] Use ComPtr for ID3D11ShaderResourceView pointers with owner semantic
- [D3D11] Use ComPtr for ID3D11UnorderedAccessView pointers with owner semantic
- [D3D11] Unused field removed from D3D11HLSLProgram
- [D3D11] Dead code removed (mLastTextureUnitState is always 0)
- [D3D11] Properly cleanup and always report live objects. Right now there are only ID3D11Device with 2 references, both from ID3D11Debug interface
- [D3D11] Use ComPtr for interface pointers with owner semantic
- [D3D11] Validate device before each frame to handle device loss, skip frame rendering if there are no yet available devices
- [D3D11] Avoid assertion for shaders that are seems to be supported and even successully compiled but still could not be used on current GPU due to the additional requirements.
- [D3D11, Metal, Pbs] Fixed clip_distance indexing - it's simple array of floats in Metal and GL3+, and cumbersome packing scheme in D3D11. TODO: check Samples/Media/Hlms/Terra/Metal/VertexShader_vs.metal:20, it should probably be adjusted to Samples/Media/Hlms/Pbs/Metal/VertexShader_vs.metal:37
- Do not #include in headers
- We can still use familiar Ogre::Log::Stream::operator<<(const T& ) API, even if is not included and StringStream is forward declaration at operator<< declaration point, as nested '<<' is type depended and would be compiled at usage site, where would be already included.
- Fixed STBI codec compilation
- HlmsTerraDatablock::setDetailMapOffsetScale does not allow detailMap > 4
- Refine macOS build guide (#96)
- Travis CI was never reporting errors due to the script always returning 0
- Fixed bad merge
- Fixed OgreWorkarounds.h encoding. (#93)
- [D3D11] avoid DXGI ERROR: IDXGISwapChain2::SetMaximumFrameLatency: Can only be called for SwapChains with the DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT flag.
- [D3D11] avoid DXGI ERROR: GetFullscreenDesc can only be called for HWND based swapchains.
- Bugfix: Various shader compiler errors when blending multiple textures in Unlit
- Snap to shadow map texels in FocusedShadowCameraSetup too. The effect is much weaker than ConcentricShadowCamera but at least it's something
- We already had the position in light space, thus don't make multiple round trips i.e. do: snap() light space -> world space
- Merge pull request #86 from yoyTeam/v2-2-stable-pssm
- Concentric shadow setup are now stable for position changes. added numStableSplits to createShadowNodeWithSettings
- Missing precompiled headers
- Added realtime toggle to switch between stable and unstable PSSM in the ShadowMapDebugging demo
- Merge with v2-2-irradiance-field
- Added num_stable_splits
- Added ConcentricShadowCamera and PSSMShadowCameraSetup::setNumStableSplits