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[分享]irrlicht已经升到1.2版

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发表于 2006-11-12 10:31:03 | 显示全部楼层 |阅读模式
暂时还没有放出来,急需的人可以去他的svn服务器上下载后自己编译,
https://svn.sourceforge.net/svnroot/irrlicht

比较重要的就是完全支持vc6了,不用被vc7,8的.net烦了.
gui系统里面加入了颜色选择对话框,等等
改进实在是太多了.还是自己看吧

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.
え~え~お!!!
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发表于 2007-1-6 18:55:14 | 显示全部楼层
需要日本那个Truetype补丁才能够支持中文显示……Orz

话说CJK支持实在不怎么样……唯一的硬伤啊……
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发表于 2007-1-6 23:08:36 | 显示全部楼层
此外……D3D模式渲染2D的效果爆口胡……的说……
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 楼主| 发表于 2007-1-7 00:18:52 | 显示全部楼层
这个东西做2d很成问题。
专门2d的话,还是用hge那样的吧。一样是zlib协议的。
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发表于 2007-1-7 14:06:59 | 显示全部楼层
问题就在于我要写2D+3D ToT……
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 楼主| 发表于 2007-1-7 15:08:22 | 显示全部楼层
这样的搭配比较有意思
你准备做的是3d背景+2d人物,还是3d人物+2d背景呢?
え~え~お!!!
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发表于 2007-1-7 18:28:41 | 显示全部楼层
嗯……怎么说呢……
AVG+3D类型的空战模拟……ToT

2D素2D,3D素3D……- - |||||||
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 楼主| 发表于 2007-1-7 20:54:02 | 显示全部楼层
这样啊,既然是avg的话,irrlicht的2d功能还是勉强够用的。
ps.我始终觉得irrlicht显示出来的2d图片被人为的模糊了,不够清晰,即便是2的幂尺寸的图形。
え~え~お!!!
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发表于 2007-1-7 21:16:31 | 显示全部楼层
发现问题所在……

GLDriver把640x480的缩放到1024x512……
D3DDriver把640x480缩放到512x256……

准备针对那个问题做手工Hack……

嗯……可以尝试一下建立一个1024x1024的图片……把800x600或者640x480的图片扔到左上角……那个效果就完美了……
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 楼主| 发表于 2007-1-7 22:27:43 | 显示全部楼层
在irrlicht中做2d图形的思路感觉和pygame有点像。
irrlicht一般是载入一个2的幂的图形,然后就用rect读取其中的一部分。
pygame也经常是载入大图,然后rect
え~え~お!!!
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