Team Member
Posts: 1591
Joined: Thu Mar 02, 2006 11:29 pm
Location: Boston, MA, USA
crickhollow alpha on it's way
Please post any issues in this area. With any luck we will have a release candidate ready in no time!
Thank in advance for your continued support and patronage.
Borrillis
Steward of Axiom
======================================================
Global Changes:
* Some code reorgonizations ( Grouping fields and thier properties together, etc )
* Started removing Weak Type collections with Generics
* Plugins updated top reflect core engine changes
Exception to this is OpenGL, it's still under construction
Namespace : Axiom.Animating
Added AnimationStateSet
Removed AnimationStateCollection
Added Pose
* A pose is a linked set of vertex offsets applying to one set of vertex data;
* used in the Facial Animation Demo
Added AttachmentPoint
Added Animable and IAnimable
* Defines an object property which is animable, ie may be keyframed.
* Needs to be implemented using Generics
Updated Animation
* Added NumericAnimationTracks property
* Added VertexAnimationTracks property
Updated AnimationTrack
* Class is now abstract, use derived class for specific implementations
* Many properties and methods refactored into the subclasses implementations
Added NodeAnimationTrack
Added NumericAnimationTrack
Added VertexAnimationTrack
Updated AnimationState
Updated Bone
Updated KeyFrame
Updated Skeleton
Updated SkeletonInstance
* Added MasterSkeleton Property
* Added RemoveTagPointFromBone Method
Updated TagPoint
* Added FullTransform Property - Gets the transform of the node including the parent entity and skeleton.
Added VertexAnimationType Enumeration
* Types of vertex animations
Added VertexDataBindChoice Enumeration
* Identify which vertex data we should be sending to the renderer
Added VertexAnimationTargetMode Enumeration
* Do we do vertex animation in hardware or software?
** See the Demos for how to update your code for these changes
Namespace : Axiom.Core
Updated AnimationState
* Removed CopyTo; duplicate of CopyFrom
* Added Copy Constructor
* Added Parent Property
* Removed FaceDirectionOfMotion property
Updated Entity
* Updated for changes in AnimationState
* Replaced AnimationStateCollection references with AnimationStateSet
* Added support for Software and Hardware vertex blending
Added GeometryBucket
* A GeometryBucket is a the lowest level bucket where geometry with
the same vertex & index format is stored. It also acts as the
renderable for Static Geometry.
Added LODBucket
* A LODBucket is a collection of smaller buckets with the same LOD in Static Geometry.
Added MaterialBucket
* A MaterialBucket is a collection of smaller Static Geometry buckets with the same
Material (and implicitly the same LOD).
Added MeterManager and related classes
* For performance monitoring
Updated Mesh
* Added support for LOD
* Added Method GetTrackHandle
* Added Method RemoveSubMesh
* Added Method HasAnimationState
* Added Method ContainsAnimation
Updated MeshManager
* Refactored some large methods
* Added some convience indexers
Updatged MoveableObject
* added IAnimable implementation
Updated Node
* Added Updated and Destroyed Events
Added ProgressiveMesh
* Class for handling multiple levels of detail for a Mesh
Added Region
* The details of a topological region which is the highest level of partitioning for Static Geometry.
Updated ResourceManager
* Added Convience properties for protected Collections
* Added Remove Method
* Added code to manually load resource if not in cache
Updated Root
* Added FPS Smoothing
* Added CompositorManager
* Added FPS Limits
* Added rendering suspension
* Added Meters for performance monitoring
Updated SceneManager
* Added properties for most protected collections
* Added more Shadowing features
* Updated for changes in StaticGeometry, RibbonTrails, Animation
Updated SceneManagerEnumerator
* Added Indexer property
Updated SceneNode
* Added Meters for performance monitoring
Added StaticGeometry.cs
* Added OptimisedSubMeshGeometry
- Struct holding geometry optimised per SubMesh / LOD level, ready for copying to instances.
* Added SubMeshLodGeometryLink
- Saved link between SubMesh at a LOD and vertex/index data
* Added QueuedSubMesh
- Structure recording a queued submesh for the build
* Added QueuedGeometry
- Structure recording a queued geometry for low level builds
* Added StaticGeometry
- Pre-transforms and batches up meshes for efficient use as static geometry in a scene.
Updated SubEntity
* Added support for Software and Hardware vertex blending
Updated SubMesh
* Added Name property
* Added properties for most protected fields
Updated Texture
* Added MipMap properties
* Now internally uses PixelBox
* Added Set accessors for properties
Updated TextureManager
* Updated for changes in Texture
Updated ViewPort
* Refactored for RenderSystem Changes
* Reorganized the code
Namespace : Axiom.Graphics
Added AnyBuilder
* Abstract base class for classes that iterate over the triangles in a mesh
Updated AutoParamsDataSource
* Added local reference to current Viewport for width + height
* Added Fog params
* Added Time param
* Updated ProjectionMatrix to use API independant projection matrix
Added Compositor Framework
* makes it possible to apply postfilter effects, HDRI postprocessing,
and shadow effects to a Viewport
Updated EdgeData
* Added EdgeGroups property for Region
Updated EdgeListBuilder
* Now derives from AnyBuilder
Updated GPUProgram
* Added support for Morph Animation
* Added SamplerCount, but not really implemented yet. ( breaks fresnel )
Updated GPUProgramManager
* Added SupportedSytaxes property
Update GPUProgramParameters
* Minor Code Refactorings
Updated HardwareBuffer
* ???
Updated HardwareBufferManager
* Implemented ReleaseVertexBuffer
Updated HardwareCaps
* Added properties for DeviceName and DriverVersion
Added HardwarePixelBuffer
* The HardwarePixelbuffer abstracts an 1D, 2D or 3D quantity of pixels
stored by the rendering API.
Updated HardwareVertexBuffer
* Added UseCount property
Updated HighLevelGPUProgramManager
* Added support for Unified programs
Updated Material
* Added SupportedTechniques property
* Added Specular and Emissive convenience properties
Updated MaterialManager
* Added support for Material Schemes
Added IDerivedPlaneProvider
Updated MoveablePlane
* Implements IDerivedPlaneProvider
Updated Pass
* Added Color tracking
* Added Name property
* Added Program Usage for Shadow Casters/Recievers
Updated RenderPriorityGroup, RenderQueue, RenderQueueGroup
* Added parameter for shadowCasterCannotBeReceivers
Added RenderQueueInvocationSequence
* Not implemented
Updated RenderSystem
* Updated for changes due to refactoring of RenderTarget,
RenderTexture, RenderWindow and Viewport
* Other minor changes
Updated RenderTarget
* refactored of RenderTexture, RenderWindow and Viewport
Updated RenderTexture
* refactored of RenderTarget, RenderWindow and Viewport
* Uses HardwarePixelBuffer internaly instead of Texture
Updated RenderWindow
* refactored of RenderTexture, RenderTarget and Viewport
Added RibbonTrail
* Subclass of BillboardChain which automatically leaves a
trail behind one or more Node instances
Updated Technique
* Illumination Pass Compilation can now be invoked manually.
* Exposed Specular and Emissive colors of passes
Updated TempBlendedBufferInfo
* Added Tangent and Binormal buffers
* Added ExtractFrom method : extract info from the given VertexData
Updated TextureUnitState
* minor changes, some new properties
Added TriangleBuilder
* General utility class for collecting the set of all
triangles in a mesh; used for picking
Added UnifiedHighLevelGpuProgram
* Specialization of HighLevelGpuProgram which just delegates its implementation
to one other high level program, allowing a single program definition
to represent one supported program from a number of options
Added HardwareAnimationData
* Struct used to hold hardware morph / pose vertex data
Updated VertexData
* Updated to support HardwareAnimation
Namespace : Axiom.Math
Updated AxisAlignedBox
* Added Size Property
* Added Test for Intersection with AABB
* Added set accessor for Center Property
* Added Equality and Inequality Operator overloads
Updated Matrix3
* Minor change to Equals override
Updated Matrix4
* Minor change to Equals override
Updated Plane
* Minor change to Equals override
Updated Quaternion
* Added Yaw, Pitch and Roll Properties
* Added EulerAngle functions
Updated Ray
* Added Object overloads
Modified Sphere
* Added Object overloads
Modified Vector2
* Added Object overloads
Updated Vector3
* Modified Object Overloads
* Added ToNormalized function
* Added a variety of comparison functions
Namespace : Axiom.Media
Added PixelBox
* A primitive describing a volume (3D), image (2D) or line (1D) of pixels in memory.
* used to support PixelBuffers
Namespace : Axiom.ParticleSystems
Added ParticleSystemRenderer
Added ParticleSystemRendererFactory
Added BillboardParticleRenderer
Updated ParticleSystem
* Now derives from MovableObkect instead of BillboardSet
Updated ParticleSystemManager
Updated Particle
* No longer derived from Billboard
Namespace : Axiom.Serialization
Updated Serializer
* Added Write support
Updated OgreSkeletonReader
* Subclasses Serializer instead of BinaryReader
* Supports AttachmentPoints [Multiverse extension]
Updated Mesh Serialization
* Now supports v1.4 Mesh format
* Supports AttachmentPoints ]Multiverse extension]
* Supports writing Mesh files
Updated Material Serializer
* Support for Pose animation
* Support for MorphAnimation
* Support for 'texture_alias' added
* Support for 'shadow_caster_vertex_program_ref' added
* Support for 'shadow_caster_fragment_program_ref' added
* Support for 'shadow_reciever_vertex_program_ref' added
* Support for 'shadow_reciever_fragment_program_ref' added
* Support for 'tex_border_color' added
Updated MeshChunckID enumeration
* Added values to support Pose and Multiverse Extensions
Update ResourceManagers and Resources
- Wired up ResourceGroupManager to replace static ResourceManager functions
- Will now allow for more granular resource handling including manual resource loading
- much much more
- Major revision to OpenGL Renderer.
- Added Documentation building
- Started consolidation of Scripting processing into known patterns
- Removed TextManager as it's never been used.
- Known issues
- running in the debugger has some strange behaviors
1) FPS seems to be severely degraded in DX
2) Textures seem to be corrupted under OpenGL
