The latest maintenance release of OGRE is now available. 1.0.2, like
all maintenance releases, contains mainly bugfixes, plus a small number
of non-interface-breaking enhancements. However, most enhancements are
now going into the next major version of OGRE, codenamed 'Dagon' so the
focus of development on Azathoth is bugfixing and stability. Please
proceed to the downloads area to upgrade; note that the command line
tools have been updated as well as the source code, for those who use
them. Other tools, and dependency libraries, are unaffected.

You can find full details of the contents of this release in the main text of this posting.


Changes in this release:

  • Mesh::buildTangentVectors now deals with 32-bit indexes
  • Re-introduce commented out degenerate face test in progressive
    mesh, adds quality at very low LOD levels
  • Multisampling in GLX corrected
  • Documentation fixes
  • A few state optimisations in the rendersystem
  • Removed calls to srand in Math – user might want to control
    random number seeding
  • Addition of a few minor 'getter' methods and const-correctness
  • Matrix4 * Plane should use inverse transpose to transform plane
    normal to deal with non-uniform scale.
  • GL: throw an exception when we failed to properly initialise a
    texture, instead of a devide by zero
  • Fix for skeleton serializer (showed up in XSI testing) – don't
    assume every bone has a track.
  • VC7.1 + OGRE_DOUBLE_PRECISION fix
  • Fix bug in getSquaredViewDepth in WireBoundingBox
  • Added useful fuzzy comparison methods to Vector3 / Quaternion
  • Add animation optimisation methods to eliminate tracks which do
    nothing and duplicate keyframes (used by default in XML converter)
  • Include quake3settings.cfg in SDK distribution
  • Minor particle fixes
  • Allow Renderable to determine whether it can be overridden by
    camera as to the detail level it renders at. Allows us to view the
    whole scene in wireframe but keep the overlays solid by default.
  • Bugfix – when bulk-loading resources, unsupported high-level and
    assembler programs end up getting loaded since they are part of the
    declared resources in the group
  • Fix resource counting bug on bulk loading
  • GLX backdrop image now embedded
  • StringConverter::parseUnsignedInt fixed for boundary numbers
  • Fixed OgreGLTexture and compressed textures delete [] mismatch
  • Timer – compensate for QueryPerformanceCounter hiccups on some
    chipsets
  • MeshUpgrader should set mesh padding factor to nothing to avoid
    adding extra padding
  • Material – restore manual loader and manual flag after applying
    defaults
  • Fixed Node::getPitch/getRoll/getYaw
  • Implement ParentWindowHandle for GLX – Disable FSAA for now, it's
    heavily unstable for NVidia
  • Don't try to log exception when no LogManager exists yet
  • Allow skeletons to share animations with other skeletons
    (requires strict skeletal structure matching) Supports a scale option
    to adapt animation to matching skeletons with different sizes
  • D3D9 window resizing issues resolved
  • Properly support downgrading to 16-bit textures again via
    TextureManager::getSingleton().enable32BitTextures(false)
  • Small bugfix for TerrainSceneManager (texture coords wrapped at 1
    vertex too high)
  • Some MingW and some Linux distribution (e.g. Gentoo) build fixes
  • Fix multi-pass precision issue on nVidia when using GL
  • Fixed Dynlib* deleted 2 times when unloading plugins manually
  • Fixed BSP plugin creating materials in wrong group
  • Fixed unitialised member mQueuedForDeletion in Pass
  • Gui demo control name strings fixed
  • ResourceManager::load methods (and derivatives) now reload an
    existing Resource which is already present, but has been manually
    unloaded
  • Fixes Linux boost linking issue when –enable-threading
    used.  Modified slightly to check for the existence of the library
    during ./configure.
  • Linux – disabled RTTI and disabled the ability to use undefined
    symbols in plugin object files.
  • Fix ordering of directional lights in GPU programs to be
    consistent
  • Fix reloading of high-level programs
  • Don't do anything in SharedPtr::setNull if already null, avoids
    issues with shared mutex for null shared pointers.
  • PanelOverlayElement can now live with materials which have no
    texture units.
Exit mobile version