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Tessellation

What's new:

  • Full transformations of point forces in particle systems, added 'rotator' and 'attractor' features.
  • Unicode names of joysticks.
  • Dedicated tree for objects with collision detection enabled.
  • All fonts and textures can be shared between GUIs.
  • Performance optimization for multiple ObjectGUIs.
  • Added Qt-based integration sample with multiple windows.
  • Deffered buffer is decreased in size for low shader profile.
  • Transfer of user-specified classes between C++ API and UnigineScript.
  • Billboards speedup.
  • More compact variables in UnigineScript.
  • Added new Expression class in UnigineScript, that can compile and execute arbitrary code in runtime.
  • Minor performance improvement of clouds.
  • Plugins for 3dsMax 12 (2010).
  • Correct replication of NodeReferences during assignment of properties and materials.
  • Added support of Cage mesh in NormalMapper, that allows to select a desired high-poly object.
  • Height textures are renamed into parallax ones, use '_h' postfix instead of '_p'.
  • Improved documentation on UnigineEditor and ResourceEditor.
  • Support of AMD hardware tessellator in ResourceEditor via AMD_vertex_shader_tessellator.

Hardware tessellation is a very attractive technology, artists can waste hours looking at real-time change of low-poly models tessellation. Unfortunatelly now it is available in OpenGL with AMD cards only. However, later this year Windows 7 is to be released, that introduces DirectX 11 with support of hardware tessellation.


Short video on YouTube demonstrating tessellation

PS: We also work very closely with AMD video driver team now, these guys provide really useful help with fast driver bugfixes for both Windows and Linux versions.

PPS: Our CEO (Denis Shergin) and CTO (Alexander Zaprjagaev) will attend GDC Europe, which will take place in Cologne, Germany this August. Please contact us via info@unigine.com to make an appointment if you would like to meet.

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