Tropics 1.1, auxiliary buffer, NULL render
2008-11-05
There is an updated version of Tropics demo 1.1 available now, main changes are performanse boost, added procedural grass and support of DirectX 10.1 multisampling features. Our web-server is experiencing heavy overload due to the fact, so please be patient while downloading the demo.
Recent changes:
- New Auxiliary buffer (RGBA8) for different effects (e.g. you can store some object's masks there), it can be accessed from a postprocessing shader.
- Fixed HDR bug with some rare configurations.
- Pixel Shader Model 3.0 support is required now, so minimal supported hardware is ATI Radeon X1xxx / NVIDIA GeForce 6xxx from now on.
- No more is*Available() functions in the render.
- New console variable d3d10_render_use_alpha_test_level_1 for DirectX 10.1 AA.
- 2D_Array textures are supported by Image class now.
- Fixed terrain tool crashes on heavy meshes.
- Fixed terrain seams.
- Terrain speedup.
- Restored clipmap material with unique material for the terrain (see below).
- A new format of the terrain palette without borders, "palette" tool R.I.P.
- Fixed too dark clouds in DirectX 10.
- Correct detection of NVIDIA GTX 2xx series.
- NULL render, which doesn't render anything (useful for server purposes).
- New Terminal class to work with a text console.
- Removed FMOD and xaudio2 support.
- Translucence flag is splitted into two options for casting and receiving (it allows to avoid biases adjusting).
- Fixed translucency in shadowed regions.
- A function for setting composite material, default one is render_composite.
- Foliage noise is reverted back on low shader profile.
- Fixed enabling of disabled NodeRef's after reloading of a world.
- Access to the list of filesystem's files.
Due to multiple requests we've got back old terrain material (with unique mapping) in addition to a new one, so now one can choose between them. Thus now there are two different materials available (if there is a mask, so it's a splattering material, if there is a diffuse clipmap, but no mask, so it's a climpaped one).
Следующая:
Optimizations and very verbose scripts
Предыдущая:
Multithreading changes and more bugfixes