GET UNIGINE Table of contents: Recent news: 2018-12-27 UNIGINE 2.7.3: Major UnigineEditor Update, Properties and Component Systems Upgrade, IG Template, Experimental Road Tool 2018-08-10 UNIGINE 2.7.2: CAD Models Import, Improved Collaboration, Impostors and Terrain Holes 2018-06-03 UNIGINE 2.7.1: Improved Voxel GI, Forced Shaders Compilation, Water Performance Optimizations, Stabilization 2018-04-26 UNIGINE 2.7: New Voxel GI Solution, Synthetic Terrain Generation, Improved Assets System, Refactored Properties, More Dynamic Environment 2017-12-22 UNIGINE 2.6.1: Improved Multi-Channel Rendering, Runtime Grass Modification, Distributed Terrain Generation, Stabilization 2017-10-20 UNIGINE 2.6: Editor2, Improved Multi-Channel Rendering, Procedural Landscape Generation, VR Template 2017-05-31 UNIGINE 2.5: Screen-Space Ray-Traced Global Illumination, Vector Roads API, Landcover Data Support, Superposition Demo 2017-03-01 UNIGINE 2.4.1: Stabilization, Interactive BIM Demo 2017-02-06 UNIGINE 2.4: New Multi-Layered Volumetric Clouds, New Terrain, Oil Refinery Demo 2016-09-19 UNIGINE 2.3.1: Landscape Optimizations, Compute Shaders Support, Renderer Optimizations

Batching and billboards

Unigine reference manual has been filling with chapters about UnigineScript built-in library for a pair of weeks. We must say that this means a heap of work since UnigineScript has way too rich library, there are more than 1000 functions. Gosh, all of them need to be documented properly!

This week changes:

  • Automatic batching of objects for rendering.
  • ObjectBillboard (oriented in parallel with camera plane or rotate around Z axis, arbitrary rotation center offset) with support of alpha-testing, emission, normal and specular mapping.
  • Memory allocations optimization.
  • Smart rendering into deferred buffer for particles and transparent objects.
  • Height-fading volume fog.
  • Changing of blending for detail material.
  • Two speeds of camera movement in UnigineEditor - normal and fast (with SHIFT) ones.
  • Displaying of video memory used for meshes and textures.
  • Minor bugfixes and improvements.

We've forgotten to mention, ATI Catalyst 6.10 and 6.11 really solved win32/OpenGL crashes, now everything is fine.