Enjoy, and have a happy new year!
Changes since v1.6.4:
- If Mesh::buildTangentVectors is called and causes vertex splits, and mesh had pose animation, make sure we fix up the poses too.
- Change 0 -> NULL in Dx9 Present() call, user reported issue on Intel G33/G31 GPU allegedly resolved by this (illogical, but does no harm)
- Fix a crash when trying to render a line list with stencil shadows enabled
- Deal with Dx9 device lost for hardware occlusion queries better
- Fix problem in OpenGL when mixing anisotropy levels in different texture units on the same pass
- Fix Win x64 RTC issues with timer
- Fix bug in HLSL with 3×4 matrix arrays
- Culling fixes for InstancedGeometry
- Prevent GLX ConfigDialog from creating empty dropdown elements which cause a crash when clicked on.
- Fix straggling texture unit state bug with multiple contexts in GL.
- PF_L8 is not likely to be a valid render target format on many cards, use PF_X8R8G8B8 as is the default for non-depth shadows.
- Documentation updates