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D3D11: D3D11Mappings - map DXGI_FORMAT_R8_UNORM to PF_R8
D3D9: fix compilation with MinGW
GL*:
log shader compile errors output as LML_CRITICAL
Fix for VAO leakage in ~GLVertexArrayObject
removed mRenderTargets destruction from ~GLxxxRenderSystem() as it's already done in RenderSystem::shutdown() method
do not force-enable shader cache
GL3+
FBOs are not shared between contexts, should be used and destroyed on the proper one
Fixed bugs on attempt to download non-zero miplevel; support for depth > 1
fix loading monolithic program from cache and log on failure
GL3PlusTextureBuffer: Ability to download to the non-consecutive PixelBox, useful for tiled rendering of very large images, atlasing, etc. GL RS already could do this
gl3w - update get_proc for APPLE from upstream
GLSLShader - workaround gl_ClipDistance on Intel Windows Driver
auto upgrade shaders to version 150 on OSX
Do not unbind VAO at the end of _render() to significantly increase performance of multi-pass rendering, at least on OSX
fixed GL_MAP_UNSYNCHRONIZED_BIT usage
Exclude glsl130 and glsl140 profiles unsupported in OSX Core profile
GL3+/ GLES2
enable primitive restart when available
GLxxxFBORenderTexture,GLxxxFBOMultiRenderTarget::getCustomAttribute() should return GL context to switch to before rendering
Optionally recreate FBO in GLXxxFrameBufferObject::bind(bool recreateIfNeeded) if unusable with current context
GLES2
do not automatically activate, as no other RS does this
If VAOs are supported: do not unbind VAO at the end of render(), do not clear scratch VAO #0 if not corrupted, explicitly bind scratch VAO #0 when required. Caching removed as it is not VAO ready, and will always miss in current usage scenario.
GL: drop OSX Mavericks HBL_DISCARD workaround
GLSupport:
do not attempt to set external windows full-screen
fix layout qualifier parsing
GLX - implement minBufferSize
GLX - support creating core 4.6 context
OSX - make sure contextProfile is correctly forwarded
Fix crash when embedding OgreOSXCocoaWindow in external window
RTShaderSystem: fix compile error when using double precision (#622)
Overlay
Scripts - add support for ogrescript syntax
warn about incompatibility with new script compiler
Accept opening '{' on the same line as the Overlay definition in a .overlay script
Samples
Browser - avoid double free on OSX
PBR - precision statement should in GLSLES only
python - update raw sample to deprecation-less API
Sample - const correctness
shadows.glsl enable upgrading to GLSL150
Terrain - use "General" resource group instead of "Terrain"
Tests:
General - do not try loading shared plugins in static build
Terrain - actually test something
Docs
describe how to use the fixed-function Pass options in shaders
Overlay/ Fontdef - improve parameter formatting
update css for Doxygen 1.8.13
update Overlays section and update GUI library references