Heaven DX11 benchmark released
- Released the first DirectX 11 benchmark on the basis of Unigine.
- '-Os' replaced by '-O3' in GCC flags, which gave a 20% speed boost in Linux.
- Fixed water artifacts produced by overlaping waves.
- Line intersection functions for all physics shapes.
- Fixed detail textures with SRGB enabled.
- Added access to image pixels via C++ API.
- Vertex cache optimization is now optional (see export plugins settings).
- Optional axes flip on import in ResourceEditor.
- Added "frame based" flag for every bone of the ragdoll to mix physics-driven and skinned mesh animations.
- New Body::setVelocityTransform() function that calculates linear and angular velocities based on the body transformation.
- Fixed a rare startup crash caused by multi-threading access to archived files.
- More verbose XML parser.
- Fixed saving of materials into nodes.
- 'restitution' and 'softness' joint parameters splitted into linear_restitution / angular_restitution and linear_softness / angular_softness (don't forget to run the upgrade script).
- Optimized tessellation shaders for DirectX 11.
- Added documentation on sky ("Principles of Operation / Objects / Sky" section of the manual).
Here are some technical details on how tessellation works under the hood:
Release of the Heaven benchmark attracted a lot of attention in the Net (our webserver has had a near-death experience several times) since there are no DX11 benchmarks so far:news item on Tom's Hardware. Wow, we made it.