We're pleased to make another maintenance release available for those using the stable version of OGRE, Azathoth (v1.0.x). The main source release, SDKs and command line tools have been updated and are available from the Downloads page as per usual. The bugfixes and non-interface breaking changes in this release are described in the full detail of this news posting.
For those of you using the unstable Dagon (v1.1.x) version, please note that fixes applied to Azathoth are merged periodically into Dagon, but that there may be a day or two delay in some cases. Once again, details of the Dagon roadmap, porting notes and progress log can be seen in the wiki to allow you to see what you'll be getting, and what code changes will be required. Dagon shaping up nicely but is still a couple of months away from official release yet, although early adopters can of course get it from CVS.
Changes since 1.0.3:
- Fix texture shadows when using basic SceneManager (not octree or bsp)
- Fix memory leaks in Demo_Water and Demo_VolumeTex
- Add isStillOutstanding method to hardware occlusion queries to promote more asynchronous behaviour
- Fix a couple of squared distance comparison bugs
- Fix OverlayElement::updateTextureGeometry being called repetitively
- D3D _makePerspectiveMatrix fix (left/top/right/bottom version)
- Demo_VolumeTex material loading bug fixed
- Fixed accumulated discrepancy in animation track optimise
- Bugfix to SceneQuery::removeQueryFlags
- Node destruction now cleaner
- Add ability to force software skinning to Entity
- D3D texture bugfixes
- We need to check the corrected pixel format before determining hardware dynamic/auto-mipmap texture support
- The D3D render system texture auto mipmap generation should respect the TU_AUTOMIPMAP usage
- Should check the ability to use dyncamic textures in volume and cube maps before enabling the flag
- Fix remaining device restore problems with manual (e.g. dynamic) textures, RTTs that are never used, and colour state after restore
- Material bug – fixup best techniques container when material copied
- Fix depth bias in D3D9 on nVidia to be more reliable
- Fix iterator invalidation problem in SceneNode::removeAndDestroyChildren
- Quaternion::equals now takes negated quaternion into account, may define the same rotation
- XML Converter issues fixed:
- crash fix – prevent FileStreamDataStream from deleting stack allocated stream
- fixed a problem with converting manual LOD levels
- Fixed water demo crash if ESC pressed at config screen
- Fixed Viewport/Camera auto aspect ratio bug – use floating point division, not integer
- getRenderTargetIterator added to RenderSystem to allow external parsing of current targets
- Clamp projected texture in Demo_RenderToTexture to avoid artefacts on some cards
- TagPoint was not inheriting parent entity scale meaning attached object didn't scale with their parents; now they do
- Several small documentation corrections
- Fixed off-by-one bug in SimpleSpline & RotationSpline which caused incorrect interpolation over loop
- Resource group initialised flag is now reset when clearing, allowing scripts to be re-read
- Hardware skinning example shaders now handle directional as well as point lights
- Fixed CEGuiTexture so it frees shared pointer whether it deleted shared texture or not
- Fixed bug in EventProcessor shutdown: wasn't removing its registered frame listener which causes a seg fault if rendering continues
- Infinite loop bug fixed in Matrix3::QLAlgorithm
- Small compatibility fixes for VS2005
- Context switching problem in GL Render system (GLX) solved
- Some const correctness and other tidying exercises