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Docs: 14-Notes - document new 14.3 features
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paroj committed Aug 27, 2024
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Expand Up @@ -17,6 +17,8 @@ Since 14.1, `ACT_MATERIAL_LOD_INDEX` is available to implement multiple material

Since 14.3, textures defined in compositor scripts can explicitly set the FSAA level, e.g. `texture myTex fsaa 4`.

Since 14.3, `float16` vertex elements are supported via the `VET_HALFx` types. Note, that `VET_HALF3` is not supported on D3D11 and D3D9 and is padded to `VET_HALF4` on loading there.

### OgreUnifiedShader.h

Sampler definitions now implicitly include the `uniform` keyword to support Vulkan; i.e. this will generate an error:
Expand Down Expand Up @@ -87,6 +89,10 @@ The second argument of `RenderQueueListener::renderQueueStarted` now contains th

A new spot light type `LT_RECTLIGHT` has been introduced along with the `setSourceSize` method, enabling the rendering of rectangular area lights. In order to process this light type in your shader, verify that the `spotlight_params.w` autoparam is equal to 2. Then, `spotlight_params.xyz` contains the light width in the view space, and `light_attenuation.xyz` contains the light height.

### Mesh & Task Shaders (since 14.3)

The shader types `GPT_MESH_PROGRAM` and `GPT_TASK_PROGRAM` are now available, with support indicated by the `RSC_MESH_PROGRAM` capability. This functionality is provided in GL3Plus through the `GL_NV_mesh_shader` extension and in Vulkan via the `VK_NV_mesh_shader` extension.

## Python

The double `ImGui` namespacing in `Ogre.ImGui` enums was removed; e.g. `ImGui.ImGuiWindowFlags_NoTitleBar` is now `ImGui.WindowFlags_NoTitleBar`.
Expand Down Expand Up @@ -166,3 +172,7 @@ Transform feedback outputs are now consistently named `xfb_position`, `xfb_uv0`
Shader updates are required.

On OSX, `texture2D` etc. functions are no longer implicitly upgraded to version 150 equivalents, explicitly `#include <GLSL_GL3Support.glsl>` to get them.

## Wayland support (since 14.3)

Ogre can now run on Wayland in Linux if compiled with `OGRE_USE_WAYLAND=TRUE`. This is supported across all GL and Vulkan render systems, as well as the OgreBites SDL2 integration.

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