binstream Posted June 20, 2013 Share Posted June 20, 2013 Stereo 3D AppOculus plugin (Oculus Rift VR googles integration) has been improved a lot: correct splashes, screenshots, distortion, aspect ratio, chromatic aberrations. Stereo separation parameter has been replaced with Stereo radius (1/2 of the separation value). Added stereo offset parameter (an offset after perspective projection, 0 by default). App3DVision and App3DSurround plugins create stereo-compatible screenshots (side-by-side). Here is the video from Valley benchmark working in Oculus Rift mode: ...and Heaven benchmark: Public release of updated benchmarks with Oculus Rift support is planned in July. Render Better Clutter objects orientation based on normals to the surface. Additional render shader defines can be tweaked from UnigineScript and C++ API. Fixed a problem with water jittering on mobile platforms. Material bindings can be used in any materials, so ObjectDynamic can use any existing shaders by emulating the corresponding vertex format. Added a sample with orthographic rendering: data/samples/render/ortho_00. Added a sample with fake ObjectMesh via ObjectDynamic: data/samples/objects/dynamic_03. GUI Performance optimization for complex widget hierarchies. Gui::clearTexture() function clears Gui texture file cache as well. Flash GUI uses simple FFP rendering mode to improve performance on mobile devices. Fixed a bug on deletion of the Widget instance with multiple registered callbacks. Added possibility to modify the global transfomation matrix for Gui and WidgetWindow (so you can tilt/rotate/move... the 2D GUI in 3D space). Added a sample with rendering Widget to Image: data/samples/widgets/render_00. User interface files (.ui) can include data from different files with multiple string substitutions (e.g. <include name="file.ui" foo="bar" foo2="bar2"/>). Perspective distortion for data/samples/widgets/canvas_00|01 samples. Added samples with Gui and Window transformations: data/samples/widgets/transform_00|01. C++ API Added String::substr(), String::utf8strlen() and String::utf8substr() functions. Added accessors for Vector and Matrix data types in the Xml class. Added functions for taking screenshots: Unigine::Render::ScreenshotFunc(). Added functions for splash screen rendering: Unigine::Render::SplashFunc(). UnigineScript Reflection class can get type of function return value. Added classid() statement (can receive class signature or a variable), is_base_class() can receive its result as the first argument for faster result querying. typeid() can also receive type signature. Added bounds.h with simple bounding volume logic. USE_DOUBLE macros is available in WorldExpression. Tools Added -n argument for ImageDDS (creates an empty image). Fixed a crash in 3D editor plugins on exporting files without surfaces. Added support for different object alignments and animation range exporting into Maya plugins. Documentation Added documentation on new ObjectDynamic class. Updated UnigineEditor articles. Updated documentation on UnigineScript classes: Gui, Image, ObjectMeshDynamic, ObjectTerrain. Updated articles on UnigineScript function sets: engine.render, engine.editor, engine.physics, engine.system, engine.world. Other NOSIGPIPE flag for Mac OS X and iOS version of Socket has been added. Added two samples of WinRT applications: source/samples/WinRT. Fixed linking problem with Clang / Mac OS X. As promised, we have also published the video from ITEC 2013 demo (unfortunately it's a bit problematic to provide access to the build itself since the dataset is 60 GB in size already): PS: It was only two weeks since the last SDK update, but we decided to roll out a new one before going into even more improvements and new features. Download linksAll files can be found in "Downloads" section of the portal: https://developer.unigine.com/fileserver/index Link to comment
Zhou.Alone Posted June 20, 2013 Share Posted June 20, 2013 You are so quick. Nice work. But, seems there is some confusion in the new document(the left one). PS: I just downloaded the document, not know if the one with the install package has same problem. Link to comment
Zhou.Alone Posted June 20, 2013 Share Posted June 20, 2013 BTW, I want to know if Unigine support ActiveX(integrating into Winform or WPF)? Link to comment
ivan.cuevas Posted June 21, 2013 Share Posted June 21, 2013 Thanks for the update. Very nice the new Gui/Window transform feature. Link to comment
silent Posted June 21, 2013 Share Posted June 21, 2013 But, seems there is some confusion in the new document(the left one). Sorry, we are working in the fix right now, I believe it will be availble at the next week. Please, use online documentation instead: https://developer.unigine.com/en/docs/1.0/ How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
silent Posted July 3, 2013 Share Posted July 3, 2013 You are so quick. Nice work. But, seems there is some confusion in the new document(the left one). PS: I just downloaded the document, not know if the one with the install package has same problem. Documentation reuploaded, you can find fixed version here https://developer.unigine.com/fileserver/list/Documentation How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
nat.harrold Posted July 10, 2013 Share Posted July 10, 2013 Public release of updated benchmarks with Oculus Rift support is planned in July. We only finally got our oculus today. (After waiting since 1980!!) I have seen a lot of demos now from unity, and we have run through the demos from the unigine benchmarks. I must say, terrific. This absolutely smokes anything out of unity. Particularly good are the Heaven (with tessellation) and Sanctuary demos, though the non 1:1 scale of sanctuary is really apparent. When you release these, it would be very beneficial for you guys to get them up on the oculus website as well. Again, this rocks in rift... If only there were more pixels for the valley demo... Link to comment
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