Новый комплект разработчика Vision (Vision SDK) предоставляет большой список новых возможностей, среди которых усовершенствованная система освещения, позволяющая создавать физически точное освещение как неподвижных объектов, так и динамичных сцен, принимая во внимания и эффект radiosity (непрямое освещение), и карты нормалей.
The Vision Engine Runtime is a powerful and versatile multi-platform technology ideally suited for all types of games and capable of rendering extremely complex scenes at smooth frame rates. It provides a well-designed, clean and object-oriented C++ API and includes a wide variety of features, ranging from rendering and animation over visibility determination and basic physics to multithreading and resource management.
Vision Engine change log:
Version 7.1.11 Fixed: Particle simulation fix. Simulating a group with only one particle and fixed budget sometimes vanished [#19105] Version 7.1.10 Fixed: Load 32bpp BMP Fixed: Strip out unsupported RemoteHandler correctly [#19086] Version 7.1.9 New: New class IVFilePathResolver used for VResourceManager::SetFilePathResolver [#18949] Changed: Updated binding to FmodEx 4.18.05 Fixed: Fixed crash in VisFont_cl class when using more than 32768 characters [#19017] Version 7.1.8 Fixed: Improved state handling for vertex stream setup (avoid stream frequency setup, [#18902]) Version 7.1.7 New: Global callbacks VInputCallbacks::onkeyup/onkeydown/OnMouseButtonUp/OnMouseButtonDown [#18875] Fixed: Tracelines on static meshes did not fill the VisTraceLineInfo_t::pGeoInstance member [#18885] Fixed: Fixed bug in terrain traceline detection [#18360] Fixed: VisStaticMesh_cl::AllocateSubmeshes now sets the parent mesh for submeshes properly [#18767] Fixed: VisRenderVertexBufferDoubleBuffered_cl/VisRenderVertexBufferSingleBuffered_cl::GetUsageFlags moved to base class [#18827] New: Error message when trying to load too many font textures pages [#18839] Version 7.1.6 Fixed: Disposing of child objects in a streaming zone [#18784] New: New functions to manually create and upload 3D textures (Vision::TextureManager.Create3DTextureObject, VTexture3DObject::UploadDataMipmap) New: New functions to access the underlying mesh buffers of a model (VisModel_cl::GetVertexBuffer, GetIndexBuffer) [#18765] Changed: Updated binding to PhysX 2.8.1 C1 for PS3 Changed: Updated to ProDG Visual Studio Integration Version 1.8.1 Version 7.1.5 Fixed: Assertion in lightgrid code when using GetMaximumColorAtPositionI for a position outside the grid [#18713] Fixed: Scaleform binding: Clearscreen did not work when rendering into a texture [#18703] Fixed: Scaleform binding: include default fonts on win32 platforms [#18708] Fixed: Stream setup for model vertex colors Fixed: bug in VisPath_cl::MakeControlVerticesColinear when dynamically adding path nodes [#18700] Changed: Removed usage of override macro; all engine code now uses the VOVERRIDE macro to avoid conflicts with CLR 2.0 syntax Fixed: Tracelines against primitives: FirstTraceInfo parameter is now correctly initialized when using the VIS_TRACE_STOREPRIMITIVES flag Fixed: Initialization of Intels 945GM, G965 and GM965 Version 7.1.4 Fixed: Transparency state of geometry when using scaleform movies. New bug in 7.1 release [#18592] Fixed: Lightmapping static meshes: Waste of lightmap space when mesh uses multiple submeshes Fixed: Speedtree binding code: only reset visibility results for respective contexts [#18360] Version 7.1.3 Fixed: Minor changes to static global initializers so that hooking a custom memory manager works properly [#18505] Fixed: VPList class (used by VRefCountedCollection) now does not allocate memory until it is used [#18505] Version 7.1 New: New shader callback sender type GEOMETRYTYPE_STATICGEOMETRY [#18354] Fixed: Sound binding: Renamed VSoundObject::GetCurrentTime to GetCurrentPosition to avoid macro name collisions [#18331] Fixed: VRefCounter copy and assignment constructor must re-start with refcount 0 [#18469] Fixed: Renamed class Variable to VisVariable_cl to avoid naming conflicts with 3rd party APIs [#18447] New: Relevant debug profiling render flags now also work for static geometry (DEBUGRENDERFLAG_OBJECT_TRIANGLECOUNT, DEBUGRENDERFLAG_OBJECT_VISIBILITYZONES, ...) Fixed: Static geometry instances can be assigned to multiple visibility areas Fixed: Projectors work for terrain now New: Added user data pointer to classes VisStaticGeometryInstance_cl and VisStaticMeshInstance_cl [#18409] Fixed: Saving uncompressed 32bit dds now saves as RGBA8 rather than RGBX8 New: new class IVisVisibilityCollectorComponent_cl; Can be attached to visibility collectors to hook into the visibility process New: new class VisObjectKey_cl; used by VisElementManager_cl::FindByKey Changed: Classes with searchable key (entities, lights, paths, ...) now use key of common base class VisObjectKey_cl Changed: VisObject3D_cl is now derived from VisObjectKey_cl so more class types are now searchable via element manager Changed: "entityKey" has been removed as a default entity variable. Now implemented via VisObjectKey_cl New: Multiple lightgrids per scene managed via VisLightGridManager_cl. Optional lightgrid per zone New: Zone management via new classes VisZoneResource_cl/VisZoneResourceManager_cl and IVisSceneManager_cl::HandleZones New: New callback OnTraceLine to hook into traceline process (e.g. in material picking in vForge) New: New class VMutex New: VStreamProcessor New: Deferred Shading Sample New: Multithreaded Visibility Changed: Updated to DirecX SDK August 2008 (shader might need to be recompiled) Changed: Updated to Xbox 360 XDK August 2008 (7776) Changed: Updated to PLAYSTATION(R)3 Programmer Tool Runtime Library 240.001 Version 7.0.9 Fixed: Non-projected wallmarks did not work for terrain. Side effect of flipped traceline normals on terrain. (Projected wallmarks on terrain will be in 7.1) Fixed: Vision::TextureManager.UploadTexture2DSub updated region that was one pixel too small Fixed: VisRenderContext_cl::GetRenderCount() was not exported Fixed: Fixed broken vBase dependency [#18199] Version 7.0.8 New: Optional text printing callbacks. See VisFont_cl::OnPrintCallback and SimpleFont sample [#18137] Fixed: Tracelines were not working on terrain through standard collision toolkit class Changed: Overlay rendering (e.g. for fonts) does not use multisampling [#18219] New: New flag RENDERSTATEFLAG_NOWIREFRAME for overlay rendering; debug font output now uses this flag [#18219] Version 7.0.7 Fixed: Depth bias rasterizer member wasn't set properly [#18168] Version 7.0.6 Fixed: PhysX multithreading issue when using terrain Fixed: PhysX renormalizes rotation matrix for scaled vmeshes to avoid physics artifacts. Note that scaling does not apply for PhysX Version 7.0.5 New: New rendering callback entry constant VIS_RENDERORDER_AFTER_SKY Fixed: Locking register arrays in pixel shader constant buffers Fixed: CubeMapHandle_cl::SetRenderLoop did not update own contexts properly [#17892] Changed: Saving 8-bit palettized textures via VTex is not supported anymore Fixed: Renderable texture creation crashed when passing invalid format constant [#17895] Fixed: Debug version of vBase linked release version of D3Dx9 [#17891] New: possibility to have animation events auto removed after execution Changed: added project path to data paths in vModelViewer Version 7.0.4 Fixed: Avoid lots of temporary memory allocations in VLightmapSceneInfo::SaveMeshFile [#17809] Fixed: Lost device handling when engine view is resized after lost device without repainting inbetween. (Lock computer crash) [#17862] Fixed: Switched model animation vertex index to unsigned so we can have more than 32k animated vertices Fixed: Lost device when resizing window for cards less than SM3.0. New issue since 7.0.1 [#17806] Fixed: Workaround for missing skinned models with less than 100 vertices on ATI HD series cards Changed: Switched to TMAPI to communicate with the PS3 Changed: Updated binding to Scaleform GFx 2.1.55 Fixed: Stability issues of vBullet 02 sample on PS3 Version 7.0.3 New: New static callback VisSurface_cl::OnXMLDataExchange as an alternative to shader provider's function [#17805] Fixed: VisionEnginePlugin: uninitialized particle simulation time for simulation thread [#17787] Version 7.0.1 Fixed: Invalid default parameter for AddMixerInput [#17738] New: New function VisParticleWallmark_cl::CreateParticleWallmark to bypass collision toolkit [#17525] Fixed: Timer rounding issues for high tick counts and running the engine a full day [#17708] Fixed: Improved particle emitter position interpolation for fast moving emitters [#17700] Fixed: Sort particle fix from 6.4 Fixed: wrong Assertion when creating a renderable texture without depth/stencil [#17664] Fixed: Hidden instancing feature on ATI SM2.0 cards does not work (particles) [#17664] Version 7.0 New: New overridable IVisShaderProvider_cl::MaterialXMLDataExchange function [#17648] Fixed: VisionEnginePlugin: flickering particle group after the first dynamic bounding box update interval [#17497] Changed: The engine replaces every missing .model automatically by a cube model from the Basedata folder New: Caching functionality and optimizations for element manager Changed: VisRenderableTexture_cl/VisRenderableCubemap_cl/VisRenderableTextureConfig_t now use VTextureLoader format constants. Changed: Reduced synchronization overhead of Thread Manager Changed: All API functions specific to "old" world geometry are now marked as DEPRECATED. Changed: Removed legacy IVisApp_cl::Set/GetRenderLoop New: New, leaner and more memory-efficient, almost completely GPU-based stencil shadowing system on Xbox360 and PS3 New: New instanceable static geometry system (classes VisStaticMesh_cl, VisStaticMeshInstance_cl, VisStaticSubmesh_cl, VisStaticSubmeshInstance_cl, VisStaticGeometryInstance_cl, VisStaticMeshCollisionMesh_cl). New: Added functionality for new mesh types to physics systems, rendering, visibility determination Fixed: Renderable texture memory consumption is now displayed correctly in the resource viewer Fixed: Issue with stencil shadowing in multisampled render contexts on some nVidia cards New: Support for asynchronous (multithreaded) physics for PhysX and Bullet New: Support for asynchronous (multithreaded) raycasts for PhysX and Bullet Changed: Removed support for stencil shadows for world geometry on Xbox360/PS3 Changed: SpeedWin.ini in SpeedTree binding is not used anymore Changed: PhysX cooked meshes are now loaded using the Vision file manager New: Optimized Loading Times; especially on 360 + PS3 New: Hardware tessellation support on Xbox360 New: Vertex texture fetch support New: Minimized stream and index buffer state changes New: Dynamic Lighting + Stencil Shadows are now also supported in situations where there is no lightgrid/lightmap New: Faster math for particle and cloth simulation (PS3 and Xbox360) New: Support for NOOVERWRITE lockflag in Vertex and Index buffers New: Rang Lock for mesh buffer indices is now supported New: Setting/Getting the vertex and index buffer objects inside mesh buffers is now supported New: Index Buffers for Mesh Buffers now support both 16 and 32 Bit Index Values New: Support for single-buffered index buffers for mesh buffers Changed: RenderableTexture/Cubemap: Now take vBase format constants as input New: Support for various new texture and render target formats New: All internal physics objects in the Bullet and PhysX physics modules are now reference counted and get automatically destroyed when their reference count reaches zero. New: OpenAL binding New: OpenAL interface layer for Playstation 3 Changed: Functionality from IVisScene_cl and VisionScene_cl moved into IVisApp_cl and VisionApp_cl New: New loading status system via class VProgressStatus Changed: Removed VisMeshBufferObject_cl::GetRenderFlags and VisRenderContext_cl::SetMeshBufferFlags; Works analogue with VisRenderContext_cl::SetRenderFilterMask now Changed: VForgeDebugRenderLoop class has been moved into engine and allows for rendering custom geometry with vForge shading modes Fixed: Tracelines against old world geometry in combination with trace info table New: Implemented raycast nterface in vision physics module Fixed: Terrain collision mesh vertex order Changed: Added support for terrain meshes to the vision physics system Changed: Removed physics/gravity support from VisMouseCamera_cl class Changed: Moved vision physics module to shared VisionEnginePlugin (required to access terrain meshes). The vision physics is thus not part of the Vision DLL anymore. The VisionEnginePlugin takes care of creating and registering the vision physics module. New: Vision Physics Module now builds lookup octrees for the collision meshes of static mesh instances (optimisation) New: Support for static mesh instances in the Vision Physics Module New: New flag for Vision::Profiling.SetDebugRenderFlags : DEBUGRENDERFLAG_THREADWORKLOAD New: Support for vertex texcoord format VERTEXDESC_FORMAT_USHORT2N and VERTEXDESC_FORMAT_USHORT4N [#16885] New: VisMBVertexDescriptor_t::CopyVertices to exchange raw data between vertex data in system memory New: VCallback is now base class of VisCallback_cl in vBase. VisCallback_cl adds profiling capabilities. New: VResourceManager::OnResourceChanged callback (individual callback per resource manager) Changed: Removed VBASE_IMPEXP_CLASS dll interface from vBase/engine classes, instead export functions. Inline Functions are inlined now. Changed: Significantly faster particle rendering on Playstation 3 Changed: Faster VColorRef multiplication Changed: Particle simulation optimizations (more efficient, adaptive particle caching; faster color lookup; early-outs) New: New member VisParticleGroup_cl::m_iHighWaterMark improves rendering and simulation speed; used by VisionEnginePlugin particle classes Fixed: Visibility area assignment issue caused by lack of portal sideplane renormalization Fixed: Setting color/depth stencil target to NULL via SetDepthStencilSurface/SetRenderSurface is now correctly supported Fixed: Portal clipping issue New: Particle rendering on PC now uses hardware spanning on SM3.0 cards, resulting in a 3x to 5x performance gain New: New callbacks OnStartVisibilityDetermination and OnFinishVisibilityDetermination triggered by the VisionVisibilityCollector class New: Single-buffered index buffers New: Orthographic view handling (see new functions VisRenderContext_cl::SetOrthographicSize, VisRenderContext_cl::SetProjectionType). New helper functions in VisFrustum_cl New: new macro V_BIT(x) New: VisionEnginePlugin: new constraint type for entity bones New: debug render flags: DEBUGRENDERFLAG_VISIBILITYZONES New: SampleApp class: F11 for resetting the profiling max values. Fixed: Default scene color for lightmaps/lightgrid Changed: Screenmask loading from memory buffer does not reset texture coordinates every time "Update" is called (#15957) Changed: Updated to DirecX SDK March 2008 (shader might need to be recompiled) Changed: Updated to Xbox 360 XDK March 2008 (6995.1) Changed: Updated to PLAYSTATION(R)3 Programmer Tool Runtime Library 230.001 Changed: Switched to SNC PPU toolchain for PLAYSTATION(R)3 Changed: Updated binding to FmodEx 4.14.04 Changed: Updated binding to Scaleform GFx 2.1.54 Changed: Updated binding to PhysX 2.8.1 New: Bullet 2.69 binding (vBulletPlugin project, the necessary Bullet libraries and two Bullet demos in the examples solution) New: Net-Z 2008.3 binding (see Engine Samples) Version 6.4.18 New: VisParticleEffect_cl::SetAmbientColor [#16882] Fixed: bug in VisBaseEntity_cl::SetExpectedCount [#17326] Fixed: mesh buffer objects visibility must compare against context's GetMeshBufferFlags value in VisionRenderLoop_cl [#17274] New: Vision.Callbacks.OnConsoleCommand [#17002] Version 6.4.17 Fixed: Calling VisRenderContext_cl::SetRenderSurface(index,NULL) for index>0crashed [#17169] Fixed: VVideo::DeInitializeSecondaryScreen does not NULL the m_hWnd member anymore [#17033] Fixed: Color format validation in VisMBVertexDescriptor_t::IsValidDescriptor() New: GUI system in VisionEnginePlugin supports text wrapping for Text Controls Version 6.4.15 Fixed: Automatically fall back to VIS_PROFILINGMETHOD_QPC if RDTSC fails [#16962] New: New flag for Vision::Profiling.SetDebugRenderFlags : DEBUGRENDERFLAG_OBJECTRENDERORDER [#16819] New: New static callbacks VisObject3D_cl::OnObject3DCreated and VisObject3D_cl::OnObject3DDestroyed Fixed: White border for additively blended projectors [#16909] Fixed: Physics objects not being updated when created at position 0/0/0 [#16935] Version 6.4.14 Fixed: VisionEnginePlugin: the usescenebrightness parameter in particle XML files now takes the default brightness parameter again when no light grid is set, instead of taking the fullbright light grid Fixed: VisModel_cl::SetCustomAlphaThreshold works again [#16866] New: Improved error output when materials.xml file fails to load. [#16878] Fixed: VColorRef::GetIntensity [#16881] Changed: Particle simulation in VisionEnginePlugin: Moved spawning code after moving, which gives better results at low fps [#16561] New: New function VResourceSnapshot::MergeSnapshot [#16818] Fixed: Engine eating vForge keyboard shortcut messages when moving the mouse over the engine view [#16824] Version 6.4.13 Fixed: Corrupted shadows caused by bug in NVidia drivers (added workaround) [#16749] New: New VSimpleRenderState_t flag RENDERSTATEFLAG_SAMPLERCLAMPING for GUI [#16779] Fixed: Plane assertion when tracing large models [#16771] New: New shader creation flag EFFECTCREATEFLAG_NOCONSTANTBUFFER for Vision::Shaders.CreateEffect/CreateTechnique Fixed: Assertions when using vertex formats VERTEXDESC_FORMAT_SHORT2N, VERTEXDESC_FORMAT_SHORT4N,... [#16747] New: VisionEnginePlugin: bForceUnique flag in the ParticleGroupManager's LoadFile function to force it to load a new instance of the particle emitter's descriptor Fixed: VisBoundingBox_cl::IntersectsLine sometimes returned wrong results Fixed: VisionEnginePlugin: better framerate match for gravity and friction in particle simulation New: Work around for Thread Local Storage issues on Windows XP and earlier. You can now enable multi-threading even when dynamically loading the engine DLL (e.g. from C#) Version 6.4.12 New: New callbacks: IVScriptManager::onerror and IVScriptManager::OnDebugEvent New: Particle group XML parameter 'defaultscenebrightness' for when usescenebrightness is switched on but no light grid was defined in the scene [#16642] Fixed: Particle group sorting based on user keys works correctly again Fixed: Mirror crash for scenes with no lightmaps Version 6.4.11 Changed: TraceLine against entities now additionally stores the bounding box hit plane in the VisTraceLineInfo_t::primitivePlane variable [#16460] New: OnResourceChanged triggers two more events VRESOURCECHANGEDFLAG_MEMSIZECHANGING and VRESOURCECHANGEDFLAG_MEMSIZECHANGED Fixed: VisionEnginePlugin: (De-)Serialization of particle effects with destroyed layers [#16521] Version 6.4.10 New: GetUsageFlags for vertex and index buffer base classes [#16482] Fixed: Assertion/Crash when using GetBoneCurrentLocalSpaceTransformation for de-serialized animation configs [#16484] Changed: Optimized vertex declaration handling -> significant speedup on ATI cards New: new version of Vision::Game.DrawSingleLine that takes a VSimpleRenderState_t parameter New: NOOVERWRITE lock flag for vertex and index buffers Fixed: Potential crash in report dialog for missing bitmap files [#16463] Version 6.4.9 Changed: VisRenderVertexBufferSingleBuffered_cl::Lock does not assert on PC anymore for partial locks New: Exported API functions of internal mesh buffer classes [#16441] New: New callback OnResourceChanged [#16425] New: New functions VisParticleEffect_cl::SetRemoveWhenFinished(), VisParticleEffect_cl::Restart() to revive dead particle effects. Changed: VisonEnginePlugin: Particle effects visibility bounding boxes now also include the emitter's position when moving the effect. Avoids a common "Simulate when visible only" pitfall. Fixed: VisMatrix4x4_cl::CreateProjectionMatrix generated wrong values for PC version [#16348] Changed: Updated binding to FmodEx 4.12.03 New: FmodEx binding for consoles Version 6.4.8 New: Overloaded VisBoundingBox_cl::GetCorners versions with transformation (rotation) New: IVRenderInterface::RenderBox function to render arbitrary boxes Fixed: Using render contexts with Viewport y-offset [#16292] Fixed: DirectX includes in VPlatformWin32.hpp [#16301] Version 6.4.7 Fixed: Sampler border color Fixed: Mesh buffer objects ignored the flag set via SetVisible. Also added VisMeshBufferObject_cl::SetVisibleBitmask as a future replacement for SetRenderFlags New: Omni lights with cubemap projection texture. Requires custom material shader to be updated (see shipped material shader libraries) Changed: Animated lights already play light animation in "Animate" editor mode. (Minor change in VisionScene class) New: Flag VTM_FLAG_AUTOGENMIPMAPS for VisTextureManager_cl::Create2DTextureObject to auto generated mip maps [#16210] New: Support for new vertex buffer texture coordinate formats: VERTEXDESC_FORMAT_SHORT2N, VERTEXDESC_FORMAT_SHORT4N, VERTEXDESC_FORMAT_HALF2, VERTEXDESC_FORMAT_HALF4 Fixed: Fog color on consoles Version 6.4.5 New: New functions and VisTextureManager_cl::Create2DTextureObject and VTextureObject::UploadDataMipmap [#16134] Changed: GUI system: disabled dialogs now render all items grayed out and do not react to mouse clicks (tooltips) [#16133] New: Support for instancing in low level mesh rendering functions. See VisRenderer_cl::SupportsInstancing() and VisRenderLoopHelper_cl::AddMeshStreamsEx() Changed: Mirrors use model's bounding box by default if a model is set (#16109) Version 6.4.4 Fixed: Saving JPG screenshots in release build [#16050] Fixed: Mirrors handle splitscreen properly (multiple visibility collectors) (#15910) Version 6.4.3 New: Streaming related profiling elements Fixed: Assertion in vBase when using UploadTexture2D in non-native format (#16026) Changed: When initializing input in windows mode and the mouse cursor is not hidden, it is not recentered every frame (#16006) Fixed: Lua: It's now possible to add functions of user-defined entities to the Lua master state from the user code. Added an example in the Scripting engine sample. Fixed: VisionEnginePlugin: Fixed source code when using GUI_USE_UNICODE define Version 6.4.2 Fixed: Texture decompression for VisBitmap_cl class did not work for compressed dds images smaller than 4x4 [#15917] Changed: Lua: The documentation for the vForge Script Editor has been updated and more information about Vision-specific Lua symbols and functions has been added. Fixed: Lua: The OnSerialize function is now called on loading even when it didn't save any data. Fixed: Lua: "ValidateMemorySum" assertion in debug build when scripts failed to compile New: Lua: VisTypedEngineObject_cl:OnCreate callback function. Fixed: SpeedtreeEnginePlugin: wrong strip length caused Xbox360 to hang for some models Fixed: Possible crash in LeanMirrorRenderLoop_cl when using dynamic lights Changed: VRefCounter::AddRef and Release are now const Changed: Hardware occlusion query for portals and visibility zones is now significantly more efficient. Fixed: Lua: Documentation for the vector length operator: changed wrong symbol '@" to correct symbol '#'. New: Lua: Syntax highlighting in vForge for .lua files. New: Lua: VisObject3D_cl:SetDirection, VisionGame.DrawBoundingBox and dynamic entity property functions. New: Lua: light_source_type enumeration and a new overloaded function for VisionGame.CreateLightSource that takes the new enum for its type partameter. Fixed: Lua: vector3 Arithmetic now works properly. New: TinyXML overloaded LoadFile version that loads from a file stream. Also using temp buffer to avoid mallocs New: Model resource streaming works properly with external material files New: Support for adding filename dependencies to resource snapshot (VResourceSnapshot::AddFileDependency) New: Disk file stream uses caching New: Support for loading A4R4G4B4 texture formats Fixed: JPG red-blue channel swap (occurred in 6.4 due to JPG lib update) New: VisionEnginePlugin: support for cloth scaling Changed: VisionEnginePlugin: Volumetric cones use the OnVisibilityPerformed callback Changed: Lua binding: script functions are only called when editor is in 'play' mode New: New callback VisCallbackManager_cl::OnEditorModeChanging triggered by vForge Changed: Switched to Xbox 360 XDK November 2007 (6534.4) Changed: Updated binding to FmodEx 4.10.05 Changed: Updated binding to Scaleform GFx 2.0.48
vForge change log:
Version 7.1.10 Changed: Particle editor: The meaning of the "apply particle speed" property has changed and is more usable now (actually applies local position partially) [#19078] New: New particle editor property: per-layer initial delay [#19049] Version 7.1.9 Fixed: Multiuser editing did not work for layers inside zones [#18963] Fixed: Clicking on the main layer did not show properties in property grid Version 7.1.7 Fixed: Terrain loading issue with shadow map entries (assertion/crash in VisLightSource_cl::AddAffectedStaticGeometryInstance) [#18829] Fixed: Lightgrid was not properly reloaded inside vForge after static lighting Version 7.1.6 Fixed: Terrain editor: sector viszones did not update when moving the terrain [#18774] New: Added: Command line switches, e.g. vForge C:pathlevel.scene -export -shutdown/ Fixed: Crash when exporting a zone that contains a mirror with custom texture (e.g. normalmap) [#18775] Version 7.1.5 New: entity engine instance sends VIS_MSG_EDITOR_PROPERTYCHANGED events with property name "ObjectKey" for backwards compatibility [#18704] Fixed: Vegetation models were flipped in "aligned" mode [#18701] Fixed: Shader editor: potential issue with cached include files [#18656] New: Shader editor: Option to show DX9 HLSL disassembly [#18656] New: Shader editor: Source code editor supports "search up" check mark in Find dialog [#18656] New: Shader editor: Every source code item stores its last cursor position when switching [#18656] Fixed: Shader editor: Unselecting active shader source code when saving or validating [#18656] Fixed: Shader editor: Fixed log entries which have both row and column of the error or warning [#18656] Fixed: Terrain editor: Terrain cursor issues at sector edges when normal maps are used Fixed: Terrain editor: Sampler index issues in TerrainNormalmap shader using Bumplightmaps [#18621] Fixed: New constraint property "reflection noise" was not serialized [#18626] Fixed: Static Spotlight: The property SpotAngle has not been passed to the static lighting correctly [#18707] Version 7.1.4 New: Terrain editing: Detail textures have offset properties (requires updated Terrain.Shaderlib as well) [#18587] New: vForge now automatically creates backups of the layer files before saving the scene. The backups are located in the layers directory and have the extension ".backup" Version 7.1.3 Fixed: Static meshes on terrain were sometimes not visible after scene reload until they were moved New: Particle editor: Support for ring wave stretch mode [#18531] Fixed: Particle plane emitter: Incorrect plane displaying in vForge and spawning particles in wrong layer [#18530] New: Particle constraint planes: reflection perturbation noise [#18531] Fixed: Zones were sometimes not exported Version 7.1 Fixed: Exporting the scene while in orthographic view mode now exports with correct clip planes Changed: The property panel now remembers the collapsed/expanded state of the tree items when changing the selection Changed: Entity key is not part of the entity's class properties anymore. Instead it uses "ObjectKey" property of base class Changed: Migrated key property of various shape types to common "ObjectKey" property New: vForge now informs the user if an editor plugin failed to load New: Zones New: Terrain editing : holes New: Terrain editing : vegetation filters New: Terrain editing : detail textures from slope lookup Fixed: Terrain editing : vegetation face culling when aligned, wrong scaling applied to density, scaling variation Fixed: Terrain editing : edit terrain border edges Version 7.0.9 Fixed: Undo when modifying Non-uniform scaling Fixed: Search panel freeze when clicking on "Select All" for many instances [#18279] Fixed: Sound shape crash when switching to play-the-game mode [#18314] Version 7.0.8 Fixed: Terrain editor resets to default camera context even when it is not necessary [#18200] Version 7.0.7 Fixed: Loading scene files older than 6.2 [#16928] New: Terrain editor: rebuild vegetation button [#18167] New: Shape "Select in Tree View" configurable via hotkey Fixed: New bug in 7.0.X : light grid size shape generated too large light grid Fixed: Remove vegetation channel did not not work [#18167] Version 7.0.6 New: New editor setting for additional plugin directory path (project relative) Version 7.0.5 New: New terrain config member: VisibilityHeightOverTerrain Fixed: Dynamic lighting on terrain outside the editor (editor did not save normalmap textures) [#18085] Fixed: Speedtree objects did not work in a prefab Fixed: Terrain unique ID wasn't set on the native object Version 7.0.4 Fixed: 7.0: Local orientation toolbar state did not work anymore [#17840] New: New particle editor feature: Stretched particles can now be plane aligned instead of always view aligned Version 7.0.3 New: Path shape has a link target now for arbitrary use (can be used for linking entities that provide own links in native code) Fixed: Export dialog settings were not saved correctly (embed lit file, include visibility) Version 7.0.1 New: terrain vegetation painting Fixed: converting of STRING to VSTRING in entity properties [#17662] Version 7.0 New: Far clip distance for entities in the entity shape class New: Particle group instance paused and halted flag [#17508] New: Sort layers alphabetically option [#17497] New: Configurable hotkeys for drop-to-floor [#17497] New: Per Particle random size variation [#17497] New: Selection Context menu option: Select in Tree View[#17497] Changed: For new scenes, the sky config is set to invisible by default New: New shape property UniformScaling Changed: Embedding the .lit file into vscene is now optional (and disabled by default) New: VisibleBitmask property for Speedtree instances [#17274] New: Plane constraint shape: Support for plane size [#17175] New: new shading modes: Display UV0 and UV1 New: link breakup icon New: Prefab system New: New particle editor property: Emitter cone minimum angle [#16784] New: Material transparency type editing New: Orthographic view modes Changed: Camera position/orientation functions moved from IEngineManager to VisionViewBase New: new shape Group3D with scene graph parenting Changed: Internal vForge Material handling refactoring. Now using IMaterialProvider class Changed: _engineInstance.Dispose() is now performed in ShapeBase.RemoveEngineInstance() already. Please check your custom shapes New: Visibility computation inside vForge New: Icon update for light types New: The file dialogs now remember during runtime which of their directory nodes were expanded and collapsed during the last time the dialog was open. New: The shader editor now supports auto-completion with the key combination Ctrl-Space New: The script editor now supports auto-completion and code templates for callback functions Changed: Mirror shape now supports parenting in vForge (scene graph based parenting) New: Scene graph based parenting for shapes which don't have engine instance based parenting available (Shape3D.ParentingMode property) New: Support for shape tooltips New: New menu item: Reset static lighting Version 6.4.19 Fixed: losing focus of the shape tree panel when in scripting layout [#17238] New: GUI option and functionality to recreate all engine instances [#16991] Version 6.4.14 New: New vForge option: SaveModifiedLayersOnly [#16845] Fixed: Editing shader effect properties for particles did not work correctly [#16841] Version 6.4.10 New: Support for editing shader effect parameters of type float3x3 and float4x4 [#16358] Version 6.4.8 New: Support for copying/pasting multiple properties from one shape to another (CTRL+C on category in property grid) Fixed: Copying/pasting post processing shapes (effect properties did not get cloned) Fixed: Global keyboard shortcuts in floating panels Version 6.4.14 New: New vForge option: SaveModifiedLayersOnly [#16845] Version 6.4.13 Changed: Visibility objects render blue bounding box only when selected Fixed: Some Drop to floor modes did not use maximum picking distance defined in the global settings [#16717] Fixed: vForge does not force the thread manager to run single-threaded anymore (thread local fix in vbase) Version 6.4.12 New: LUA Script panel shows error callstack when an error occurs Version 6.4.11 New: New static event Material.OnMaterialShaderChanged [#16496] New: Support for editing shader effect parameters of type float3x3 and float4x4 [#16358] Version 6.4.10 Fixed: Sort shape option in tree view did not work for group children [#16464] Version 6.4.9 Fixed: Shader editor sometimes confused sampler border colors New: new vForge setting "HighlightShapes" that determines which shapes are previewed in the view. Defaults to "ActiveLayer" which is previous behavior [#16307] Fixed: vForge crash for static directional lights with dynamic preview in mirror Version 6.4.8 New: New function IEngineInstanceObject3D::RecomputeVisibility() Version 6.4.7 Fixed: Layer list view: Delete layers with delete button Changed: Animated lights already play light animation in "Animate" editor mode. New: Sky config dialog has a Copy and paste toolbar to reuse sky configs in other scenes New: New configurable keyboard shortcut for model/world space toggle button New: IProject class has a Filename property New: Camera context class has a new bool flag AllowShapeSelection New: New "Relevant operation" for entities, lights etc.: "key from shape name" New: Shape tree view context menu: Sort shapes alphabetically New: layout menu: Option to open containing folder (to easily delete custom layouts) New: New ShapeBase function: GetDependencies. Implemented for all object3D based engine instances New: Omni lights with cubemap projection: New property for point lights New: New shading modes: Checkerboard, texture size, mipmap levels
vLux change log:
Version 7.1.7 Fixed: Radiosity rendering disables screen saver [#18890] Version 7.1.6 Fixed: Shadowmaps for directional lights were sometimes not working Version 7.1.5 New: new option: global ambient color [#18645] Version 7.1.4 New: vLux global granularity settings now affect scaling of wanted lightmap page sizes for static meshes [#18591] Fixed: lightmaps for static meshes with custom defined UV now handle degenerated triangles gracefully [#18396] Version 7.0.5 Fixed: Tangent space interpretation for mirrored normalmaps in bumplightmapping mode [#17886] Version 7.0 Changed: Renamed output file in Layers directory from StaticLightingInfo.temp.lit to StaticLightingInfo.lit New: Radiosity speedup by optimizing readback from render context Version 6.4.18 Fixed: Avoid Memory fragmentation for lightgrids with many detail boxes [#17355] Version 6.4.13 Fixed: Improved error output for custom mesh UV validation [#16690] Version 6.4.12 New: Improved pre processing times for custom indexed meshes
vModelViewer change log:
Version 7.1.6 Fixed: Morph target playback: Slider was grayed out [#18759] Version 7.1.4 Changed: Removed link to outdated HTML documentation from main menu. The documentation is meanwhile part of the SDK Documentation Fixed: Fixed crash on loading additional animation files Version 7.1.3 Fixed: Handles models with animations of 0 keyframes properly now [#18502] Version 7.0.9 Fixed: Enabling OffsetDelta and Loop flags before selecting animation now works as expected Fixed: File open dialog still showing up if you closed the modelviewer with in one second after startup New: Added support for loading multiple models and attaching them to each other Version 7.0.5 Changed: Added project path to data paths when viewing a model, which is in an existing project Version 7.0 Fixed: Fixed crash when clicking on timeline without having an active animation
Уважаемый посетитель, Вы незарегистрированный пользователь. Мы рекомендуем Вам все-таки совершить этот обряд.
Важно!!! Мы настоятельно рекомендуем проверять все скачанное антивирусами перед тем, как запускать у себя на компьютере (у соседей можете запускать без проверки :)
Anubis (онлайновый поведенческий анализатор) anubis.iseclab.orgЕсли Вы нашли вирус - не надо писать в коментах "Атас, вирус" и т.п. Прочтите п.12 Правил сайта и напишите в каком файле найден вирус, его название (хотя бы примерно) и каким антивирусом проверяли. И все запостите в коментариях. Непредоставление этой информации будет расцениваться как флуд с попаданием в группу флудерастов.
Inside "BasicAnimation\shared\bin" folder, you can find two executables. "BasicAnimation.exe" is the Release version and works perfectly fine (thanks to your patch for Vision80.dll). "BasicAnimationD.exe" is the Debug version and will generate the error.
LinXP, I don't think we can compile any application with this package. This SDK is primarily for creating game assets (models, scenes, etc.) and has no .h and .lib files. And applications created by SDK 6.4.2 won't load the models/scenes from this SDK after complaining unrecognized version.
One more thing - is it possible to patch the "Vision80D.dll" in Vision SDK 6.4.2 like the way you patched "Vision80.dll"? It causes the same "Authentiuthenticity key invalid or expired." error for applications compiled under Debug mode. I can upload a simple application.