2.1.0
New Features
- moderngl and moderngl-window integration for imgui thought the pyimgui project.
This is fairly experimental and the rendered should probably be moved to the pyimgui project soon
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies)
- Compute shader support.
WindowConfig.load_compute_shader
and addedcompute_shader
parameter forProgramDescription
. - Shaders now support
#include
up to a maximum of 100 levels - Added support for gif anim. This can be loaded as a
Texture
orTextureArray
- Added support for loading cube maps
WindowConfig.run()
shortcut- Each window backend now has a
name
property so the user can easily detect what window type they are given WindowConfig
now as avsync
property so the user can easily control this from python code- Scene: New methods to find materials and node by name
Slightly Breaking Changes
- All windows now use 0 samples (MSAA) by default. The default
samples = 4
caused way too much issues
for people with older integrated gpus and when doing headless rendering when multisampling is not supported.
Bug fixes
- Fixed several issues with glft2 scenes and object orientation
- pyglet window: Fixed incorrect mouse position on retina screens and windows
with pixel ratio > 1. - sdl2: mouse press/release events was reversed
- pygame2: Fix broken mouse wheel reading
- glfw: Incorrect mapping of BACKSPACE key
- glfw: Fixed an issue not setting vsync properly¨
- headless: We now call
ctx.finish()
inswap_buffers
- Shader errors should now report the error line more accurately
- Various typo fixes