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-   -   Irrlicht 1.2 - осталось не долго (http://forum.boolean.name/showthread.php?t=1895)

jimon 12.11.2006 00:21

Irrlicht 1.2 - осталось не долго
 
Вложений: 2
обновляя папку IrrSVN заметил вот такое
(смотрите атач)
раз уже поставили в сорс код версию 1.2 ... то осталось не долго

вот как щас выглядит changes.txt
тут конешно не все (а все и не пишут)
для доп инфы надо смотреть лог svn ...

Цитата:

-------------------------------------------
Changes in version 1.2 (???? 2006)

- Split ESNRP_LIGHT_AND_CAMERA passes into ESNRP_LIGHT and ESNRP_CAMERA to fix a problem with lights being rendered before cameras in OpenGL (thanks again to Vitek for finding this). ESNRP_LIGHT_AND_CAMERA is now deprecated.

- Fixed many OpenGL render state problems which were related to wrong texture states. The textures are now enabled and disabled by the material renderers in OnSetMaterial. Also enabled the texture state cache which helps preventing texture changes just as the one for D3Dx. Thanks to hey_i_am_real for some good hints on where the problem was located.

- Added compile flag _IRR_COMPILE_WITH_X11_ which is by default enabled. Disabling the flag removes all X11 dependencies from Irrlicht and allows for a headless Linux Irrlicht server - added by request :-)

- Win32 OpenGL driver tries to use the requested bpp size.

- Default texture format is now A8R8G8B8 if not explicitly specified. This fixes some color artifacts with lightmaps. Bugfix submitted by hey_i_am_real.

- In OnPostRender all transformations were taken as relative and multiplied with the root transformation matrix every time due to a wrong check for the real root node. This shoudl increase render performance for scenes with lots of (invisible) nodes.

- Added correct list copy constructor.

- Color selection dialog added.

- New GUI skin "Burning Skin".

- GUIStatic text is correctly grayed out if disabled.

- Added getHeight method for terrain node submitted by Spintz. It calculates the height from the base mesh instead of requiring ray casts and collision detection and is much faster.

- New methods core::lerp to linearly interpolate two floats and SColor.getLuminance to calculate luminance of RGB color.

- Multisampling with OpenGL under Linux added

- MAJOR API CHANGE:
Fixed matrix access methods mat(x,y). These were previously said to be (row,column) but actually were (column, row). This lead to some confusion and made their use quite tricky. Irrlicht code is updated for the new method, but applications will silently fail now (i.e. compile without errors, but not working as expected).

- Update to zlib-1.2.3

- Fixed vertex alpha handling in DirectX drivers.

- Added texture matrix support for hardware accelerated drivers. This allows for efficient texture coord manipulations for complete meshes at once.

- Image writers fixed and working (at least for little endian systems).

- VSync under Linux fixed and correctly working.

- Added Solaris/Sparc port (basically some compiler define statements). Irrlicht and the examples should compile out-of-the-box on Suns with the usual Makefiles and gnumake.

- A new compile flag (IRR_OPENGL_USE_EXTPOINTER) allows Irrlicht to either use OpenGL extension function pointers or direct OpenGL calls.

- New os::Byteswap::byteswap methods which can be used for byteswapping (endianess correction) in mesh loaders and image loaders.

- New video driver feature to check for multitexture feature.

- Non-power-of-two textures are left unscaled if the driver supports such textures.

- Direct3D drivers update the devicelost variable if reseeting failed with this return code.

- VideoModeList under Linux is correctly filled now. No glX calls are made if GLX extension is not found - only software drivers are available then. RandR extension can be enabled with a new compile flag in IrrCompileConfig.h, either instead of XF86VidMode or in addition.

- new draw2DImage method that speeds up drawing many quads from the same texture. Font drawing is improved by this under OpenGL.

- Big Endian support for MS3D loader.

- Apfelbaum software renderer:
basic mipmap support (per triangle)
switch for using w-buffer instad z-buffer ( default on )

- Better FPU support.
Changed various fpu-call's in whole project.
main reason to use faster float to int conversion on x86. ( fistp )
goal is that the compiler should do it.. ( eg. /QIfist on msvc 7.1 )

- changed Visual Studio 7.1 vcproj project config
"Release Fast FPU"
-> to __fastcall in
-> /QIfist
- CGUIFont
- added True Alpha Font Support.
it's a little hack, but it'a good starting point.
currently fonts are compatible.
in font-file make first pixel half transparent..
- Scolor
replaced s16 color with u16 color
replaced s32 color with u32 color
main reason:
- get rid of unnecessary arithmetic shift

- Colorconverter:
X8R8G8B8toA1R5G5B5 -> set Alpha High
minor:
A1R5G5B5toA8R8G8B8
changed if (a) to conditional set
- CImage
added boxfilter (weigthed average), (generic, slow)

- The scene manager now sets an ambient light color when calling ISceneManager::drawAll().
You can influence this by calling ISceneManager::setAmbientLight(). That light color
is also stored when saving .irr files via ISceneManager::saveScene().

- Loaded COLLADA files which contained only one single mesh now behave like all the
other loaded meshes, and the #meshname workaround has been removed.

- File lists are now sorted.

- TGA files are now always correctly flipped and loaded if compressed. All PNG color formats are now supported, including correct alpha handling.

- Dynamically checking the OpenGL version now instead of at compile time to call the supported methods of the executing machine, not that one of the compile host. This should fix the extension check and the automatic mipmap update.

- Fixed vertex alpha handling of 2D images with OpenGL.

- 3ds mesh loader fix in texture loading, now loads some textures that were not loaded before, but might introduce problems with very recent files. OGRE mesh loader bugfixes and lightmap support. Several B3d mesh loader updates. Obj and mtl loader enhancements.

- Default depth buffer under Windows now 24bit to avoid zbuffer fighting.

- Fixed light count in OpenGL.

- Particle emitters can now be enabled/disabled via a new method.

- Sky dome is rotatable just like the sky box.

- Rotation animator can be applied to several nodes now, before it only rotated the first one it was applied to.

- Support for drawing other vertex primitive lists such as triangle strips.

- Default specular color is white again, thus simply enabling shininess is enough to get speculars.

- Some .x loader and animator improvements. Vertex color support.

- isActive now also work under Linux.

- Fixed light count in OpenGL.
есть несколько полезных изменений
хотя прогеры опять не туда смотрят - лезут в низ архитектуры

jimon 12.11.2006 00:50

Re: Irrlicht 1.2 - осталось не долго
 
Вложений: 2
компилится пока irrlicht только в дебаге
(в релизе там чето намудачили с флагами)

вот заставил работать пример :)

pax 12.11.2006 00:52

Re: Irrlicht 1.2 - осталось не долго
 
чето на самом сайте все проценты о продвижении по нулям...

jimon 12.11.2006 12:03

Re: Irrlicht 1.2 - осталось не долго
 
PAX
+1

такое ощущение что они там только BugFixами и занимаются
а инициативу вообще левые юзеры вносят
вот к примеру B3d loader там был сначала отдельно как проект
и только когда админ заинтересовался - его внесли в проект

НУБ 12.11.2006 12:14

Re: Irrlicht 1.2 - осталось не долго
 
А по рендеру какие-то изменения вносили, а то на предыдущие версии в этом плане было страшно смотреть :)

jimon 12.11.2006 18:06

Re: Irrlicht 1.2 - осталось не долго
 
ну рендер там не такой уж и страшный :)

таксь ... Irrlicht 1.2 выйдет 16.11.2006
вот текущий ChangeLog
Цитата:

-------------------------------------------
Changes in version 1.2 (16 Nov 2006)

- Added Solaris/Sparc port (basically some compiler define statements). Irrlicht and the examples should compile out-of-the-box on Suns with the usual Makefiles and gnumake.

- Added texture matrix support for hardware accelerated drivers. This allows for efficient texture coord manipulations for complete meshes at once.

- Multisampling with OpenGL under Linux added

- Non-power-of-two textures are left unscaled if the driver supports such textures.

- new draw2DImage method that speeds up drawing many quads from the same texture. Font drawing is improved by this under OpenGL.

- TGA files are now always correctly flipped and loaded if compressed. All PNG color formats are now supported, including correct alpha handling.

- 3ds mesh loader fix in texture loading, now loads some textures that were not loaded before, but might introduce problems with very recent files. OGRE mesh loader bugfixes and lightmap support. Several B3d mesh loader updates. Obj and mtl loader enhancements.

- A new compile flag (IRR_OPENGL_USE_EXTPOINTER) allows Irrlicht to either use OpenGL extension function pointers or direct OpenGL calls.

- Split ESNRP_LIGHT_AND_CAMERA passes into ESNRP_LIGHT and ESNRP_CAMERA to fix a problem with lights being rendered before cameras in OpenGL (thanks again to Vitek for finding this). ESNRP_LIGHT_AND_CAMERA is now deprecated.

- Fixed many OpenGL render state problems which were related to wrong texture states. The textures are now enabled and disabled by the material renderers in OnSetMaterial. Also enabled the texture state cache which helps preventing texture changes just as the one for D3Dx. Thanks to hey_i_am_real for some good hints on where the problem was located.

- Added compile flag _IRR_COMPILE_WITH_X11_ which is by default enabled. Disabling the flag removes all X11 dependencies from Irrlicht and allows for a headless Linux Irrlicht server - added by request :-)

- Win32 OpenGL driver tries to use the requested bpp size.

- Default texture format is now A8R8G8B8 if not explicitly specified. This fixes some color artifacts with lightmaps. Bugfix submitted by hey_i_am_real.

- In OnPostRender all transformations were taken as relative and multiplied with the root transformation matrix every time due to a wrong check for the real root node. This shoudl increase render performance for scenes with lots of (invisible) nodes.

- Added correct list copy constructor.

- Color selection dialog added.

- New GUI skin "Burning Skin".

- GUIStatic text is correctly grayed out if disabled.

- Added getHeight method for terrain node submitted by Spintz. It calculates the height from the base mesh instead of requiring ray casts and collision detection and is much faster.

- New methods core::lerp to linearly interpolate two floats and SColor.getLuminance to calculate luminance of RGB color.

- MAJOR API CHANGE:
Fixed matrix access methods mat(x,y). These were previously said to be (row,column) but actually were (column, row). This lead to some confusion and made their use quite tricky. Irrlicht code is updated for the new method, but applications will silently fail now (i.e. compile without errors, but not working as expected).

- Update to zlib-1.2.3

- Fixed vertex alpha handling in DirectX drivers.

- Image writers fixed and working (at least for little endian systems).

- VSync under Linux fixed and correctly working.

- New os::Byteswap::byteswap methods which can be used for byteswapping (endianess correction) in mesh loaders and image loaders.

- New video driver feature to check for multitexture feature.

- Direct3D drivers update the devicelost variable if reseeting failed with this return code.

- VideoModeList under Linux is correctly filled now. No glX calls are made if GLX extension is not found - only software drivers are available then. RandR extension can be enabled with a new compile flag in IrrCompileConfig.h, either instead of XF86VidMode or in addition.

- Big Endian support for MS3D loader.

- Apfelbaum software renderer: basic mipmap support (per triangle), switch for using w-buffer instad z-buffer ( default on )

- Better FPU support: Changed various fpu-call's in whole project (main reason to use faster float to int conversion on x86. ( fistp ))

- changed Visual Studio 7.1 vcproj project config "Release Fast FPU" to __fastcall in /QIfist

- CGUIFont added True Alpha Font Support. (currently it's a little hack, but it'a good starting point. Fonts are back compatible. To use the new feature make first pixel half transparent in the font file.)

- Scolor: replaced s16 color with u16 color, replaced s32 color with u32 color to get rid of unnecessary arithmetic shift

- Colorconverter: X8R8G8B8toA1R5G5B5, set Alpha High, minor: A1R5G5B5toA8R8G8B8 changed if (a) to conditional set

- CImage: added boxfilter (weigthed average), (generic, slow)

- The scene manager now sets an ambient light color when calling ISceneManager::drawAll().
You can influence this by calling ISceneManager::setAmbientLight(). That light color
is also stored when saving .irr files via ISceneManager::saveScene().

- Loaded COLLADA files which contained only one single mesh now behave like all the
other loaded meshes, and the #meshname workaround has been removed.

- File lists are now sorted.

- Dynamically checking the OpenGL version now instead of at compile time to call the supported methods of the executing machine, not that one of the compile host. This should fix the extension check and the automatic mipmap update.

- Fixed vertex alpha handling of 2D images with OpenGL.

- Default depth buffer under Windows now 24bit to avoid zbuffer fighting.

- Fixed light count in OpenGL.

- Particle emitters can now be enabled/disabled via a new method.

- Sky dome is rotatable just like the sky box.

- Rotation animator can be applied to several nodes now, before it only rotated the first one it was applied to.

- Support for drawing other vertex primitive lists such as triangle strips.

- Default specular color is white again, thus simply enabling shininess is enough to get speculars.

- Some .x loader and animator improvements. Vertex color support.

- isActive now also work under Linux.

- Fixed light count in OpenGL.

impersonalis 13.11.2006 21:04

Re: Irrlicht 1.2 - осталось не долго
 
Вопрос к знатокам: возможно ли будет пресобрать прогу под *nix? Или Irrlicht DLL только для win?

jimon 13.11.2006 21:12

Re: Irrlicht 1.2 - осталось не долго
 
Irrlicht можно официально использовать под Windows,Linux,MacOSX
пролетала инфа о использовании на PS2,Xbox,PSP

так что без проблемм :)

ps. теоретически запашет на любой платформе
где работает компилятор GCC
идинственое что надо будет - переписать рендер если платформа спецефическая
но ето не такая уж и проблема :)

impersonalis 13.11.2006 22:18

Re: Irrlicht 1.2 - осталось не долго
 
Линки то кинь.. и на мануал если есть, плиз =)

jimon 13.11.2006 23:03

Re: Irrlicht 1.2 - осталось не долго
 
читай
irrlicht sdk\bin\Linux\readme.txt

Цитата:

The Irrlicht Engine is a static lib under linux. A precomipled version can be
found in \lib\Linux.

If you wish to compile the engine in linux yourself, unzip the file source.zip
file in the \source directory. Run a 'make' in the now existing new subfolder 'Irrlicht'.
After this, you should be able to make all example applications in \examples.
Then just start an X Server and run them, from the directory where they are.
ps. а че вообще конкретно надо было кинуть ? мож не то кинул ? :)

impersonalis 13.11.2006 23:49

Re: Irrlicht 1.2 - осталось не долго
 
меня глючит?! на странице нет ни одной ссылки!

alcoSHoLiK 13.11.2006 23:51

Re: Irrlicht 1.2 - осталось не долго
 
Везде написано, как компилить на той или иной платформе, а вот как скомпилить в винде, но чтобы работало на линуксе, не написано :)

jimon 13.11.2006 23:59

Re: Irrlicht 1.2 - осталось не долго
 
impersonalis
решил пошаманить ?
качай irrlicht sdk
устанавливай линукс
и читай справку :)
все получится...

alcoSHoLiK
ставиш виртуальный комп
на нем ставиш линукс
и компилиш :-)
проблем то ...

impersonalis 14.11.2006 00:01

Re: Irrlicht 1.2 - осталось не долго
 
Цитата:

НУ ДОВЕЛИ ПОПАШУ
ВАШУ!...
МААААТЬ
(с)КиШ
ОТКУДА БЛИН КАЧАТЬ СПРАШИВАЮ?! А?
ЕДИНСТВЕННОЕ ЧТО Я ПЫТАЮСЬ УЗНАТЬ У ЗНАТОКОВ УЖЕ НЕСКОЛЬКО ЧАСОВ - ЛИНК НА ЗАКАЧКУ!

jimon 14.11.2006 00:22

Re: Irrlicht 1.2 - осталось не долго
 
о мама моя родная ... о горе идет из далека ...

http://irrlicht.sourceforge.net/downloads.html
-> http://prdownloads.sourceforge.net/i...1.zip?download
там думаю разберешся
(все ж таки SourceForge rulez ;) )

и думаю не плохо бы тебе за ети 2 часа
поискать бы в гугле - слова "Irrlicht Download"
ссылка №2

ps. не стоит кричать :)

ps2. если надо именно Irrlicht 1.2 то ...
кури http://sourceforge.net/docman/displa...165&group_id=1
и потом конектся к SVN репозитору ирлихта
http://sourceforge.net/svn/?group_id=74339


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