0.3 Feature Complete

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0.3 Feature Complete

Postby renanse » Sun Jan 18, 2009 10:20 am

I'm happy to announce that we are feature complete for Ardor3D milestone 0.3. See the list below for some highlights.

Note that we are still not distributing versioned jars, etc. This type of release is planned starting with milestone 0.4.

Details:
  • new: Visitor ability for Spatial objects. (See: Spatial.acceptVisitor(...), and the sample implementation, UpdateModelBoundVisitor.)
  • new: Mouse click tracking (vs. only button up/down) and click count added to MouseState, along with click based triggers.
  • new: Jogl based Pbuffer texture renderer. (still somewhat experimental.)
  • new: SwitchNode added.
  • new: PickingHint added for control of pick and collision detection of a Spatial. See Spatial.setPickingHint(...)
  • new: RenderState added - OffsetState. Allows control over depth buffer offset as a state at the line, point and or fill level.
  • change: Texture now uses a Matrix4 instead of Transform to allow for arbitrary texture transforms.
  • change: enforced RenderStates meant to affect texture rendering can and should now be set directly on the TextureRenderer itself. This is also a fix because enforced states worked unevenly between FBO and Pbuffer implementations.
  • change: removed Renderer methods for depth offset. (See OffsetState instead.)
  • change: Screen capturing pulled out to a more extensible ScreenExporter utility, removing more AWT references from Renderer implementations.
  • change: Vector3.UNIT_XYZ is now XYZ_ONE to reflect the fact that it is not a unit length vector.
  • change: Controllers now take a Spatial argument to update method, allowing a single Controller to be more easily reused across a scene.
  • change: GeoSphere now has a radius setting and better texture coordinate options.
  • change: Move to have the source be utf-8. (needs further testing to ensure complete coverage.)
  • change: RenderContext now uses a stack for enforced state to allow saving and restoring of context enforced states (for nested drawing, passes, etc.)
  • change: RenderQueue now uses a stack for render buckets to allow saving and restoring of bucket contents (for nested drawing, passes, etc.)
  • change: Camera is now the authoritative source for width and height (instead of having that in both Camera and Renderer)
  • fix: Billboards are now working properly again.
  • fix: Camera viewport was not respected for ortho mode or getting screen coords from a world position.
  • fix: TrianglePickData was not properly providing access to triangle intersection point.
  • fix: Reduced object creation, particularly in regards to the new input system.
  • fix: RenderContext incorrectly was used to track both the GL state machine AND state objects like Textures. This caused setups that wanted to share context to have weird state artifacts (since it was incorrectly using one state machine record to track 2 state machines.)
  • fix: Texture renderers did not have an absolute contract about the current context camera (sometimes changing it, othertimes not depending on implementation.) This is now cleared up - always retains previous camera settings.
  • (other odds and ends...)
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