{mosimage}We’re pleased to announce what will almost certainly be the last maintenance release on the 1.4.x branch , codenamed Eihort, available now from the download area. There are only a few bugfixes to report this time around, full details are included in this post after the ‘Read More’ break. The source releases have been updated, and most of the SDK packages – the others will be updated when the respective maintainers are able to provide them.

After this release, we will be concentrating on releasing a new stable release on the 1.6.x branch, codenamed Shoggoth, which we’re very much looking forward to. We’ve added a lot of new and improved features in the last year, and quite a few people are already using it (from Subversion), so a stable release won’t be far away now.

Changes since v1.4.7:

  • Mac OS X:
    • Workaround for a few GL driver bugs on older machines, in particular first-gen iMacs and old PPC machines
    • Workaround for GLSL vertex attribute aliasing problems.
  • Linux:
    • Don’t use non-conformant GLX visuals.
    • Workaround for FBO problem with some Linux NVIDIA 169.x drivers – if this fix doesn’t work for you, see this forum thread for a more drastic temporary workaround.
  • Windows:
    • Safety check in D3D9RenderSystem::__SetTextureStageState should ignore texture stages above 7. Could cause errors in D3D9 debug mode with large numbers of textures.
    • Add NOMINMAX declaration to WindowEventUtilities header since it includes windows.h – ordering of includes could start complaining about std::min/max in other Ogre headers.
    • GetModuleHandle calls fixed to deal with debug plugins more correctly
  • Terrain:
    • Allow creation of terrain before any camera/viewport
    • Report an exception when terrain isn’t found rather than just asserting
  • Fix Maya exporter vertex colours – use packed RGBA instead of float4
  • Camera::setWindow() fixed
  • Fixed FileSystemArchive::exists bug with absolute filenames
  • MayaExport ported to OSX, phong materials supported
  • Update the manual to list all the new automatically bound GLSL custom vertex attributes (those to replace built-ins if you need to use all custom attributes to avoid aliasing problems on some drivers)