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@prideout prideout released this 23 Apr 22:04

This release is motivated by a need to update npm, which was last updated in December 2018 with
v1.1.0. Some of the changes since then:

Features

Materials

  • Added getWorldFromClipMatrix() API
  • Added flipUV property to enable/disable UV Y coordinate flipping
  • Added curvatureToRoughness property for specular anti-aliasing
  • Added limitOverInterpolation property for specular anti-aliasing
  • Use getUserTime() to get the current time in seconds. See Renderer::resetUserTime() for more information

Tools

  • New glslminifier tool to reduce the size of built-in GLSL shaders
  • matc features are now part of libfilamat to generate materials at runtime
  • resgen tool to embed data in binaries (pre-compiled materials, etc.)

Engine

  • VertexBuffer builder normalized() method now accepts a boolean
  • View::setFrontFaceWindingInverted can be used to change the winding order of front faces. This is useful for mirrored rendering (reflections, etc.)
  • Added View::setRenderQuality API. It currently allows the use of an R11G11B10F HDR color buffer instead of RGB[A]16F
  • Added the ability to set the polygon offset on a material instance
  • Added API to compute tangent frame from vertex data (in VertexBuffer)

Samples

  • snorm16 UVs if UVs are in the range -1..1
  • New webpack/TypeScript demos
  • Added gltf_viewer sample

Enhancements

Engine

  • Exposed tangent utility to Java/Kotlin
  • Allow mutation of non-direct buffers in Java/JNI
  • FrameGraph is now enabled internally
  • Improved render target management
  • Added addEntities to Scene
  • Windows debug libraries are now part of the distribution
  • Add new queries to TransformManager and Scene
  • Mipmaps are now generated using the GPU for both Vulkan and OpenGL
  • Improved job system performance, especially under contention
  • Removed obsolete documentation about static lights
  • Improved skinning memory usage
  • Improved job system performance
  • Set CPU affinity on job system threads on Android to avoid core hopping/cache thrashing
  • Froxelization now runs during the shadow pass for improved parallelism
  • Lights culling is now parallelized with renderables culling
  • Various performance and code size optimizations
  • Use compile-time hashing in StaticString
  • The JavaScript API now supports compressed textures
  • Disabled depth prepass in the WebGL builds

Web

  • Added more JavaScript bindings
  • Added more TypeScript annotations

Android

  • Upgraded samples to Android Studio 3.3 and Kotlin 1.3.10
  • Improved rendering to TextureView
  • API level requirement on Android was lowered from 24 to 21
  • Reduced the size of the release AAR by ~150 KiB
  • UiHelper can now create transparent render targets
  • Added a transparent render target demo

Vulkan

  • Added support for RGB textures

Rendering

  • Replace Cloth DFG approximation with DFG LUT
  • Add clearCoatIorChange property to materials
  • Continued to improve Metal support
  • Always recenter the world origin to the camera position (improves precision)
  • Enable the FrameGraph for post-processing
  • Add an option to turn dithering on/off
  • Implemented blit in Vulkan
  • Simplified command buffer management in Vulkan
  • Progress on Metal backend

Tools

  • Introduce MATERIAL_VERSION (this breaks older Materials)
  • Cleaned-up and simplified filabridge and filaflat
  • New gltfio library to more easily support gltf
  • API change: rename matrix factory functions
  • New ibl library split from cmgen
  • The filamat library is now available as a library to generate materials at runtime
  • Improved linear to sRGB conversion functions
  • Improved skygen rendering
  • Added 4 channel versions of image operations
  • Filamesh now generates dummy UV sets when necessary

Build

  • Android standalone toolchains are not longer necessary
  • Linux CI builds are now compiled with clang 7.0 instead of clang 5.0

Materials

  • Shader optimizations are now on by default
  • Shader optimizations can now be applied to materials that use external textures
  • Use smol-v to compress SPIR-V shaders

Bug fixes

Engine

  • Fixed a bug preventing material parameters to be set on default MaterialInstance
  • Fixed a double free in RenderableManager::Builder (#871)
  • Fixed math::slerp again
  • Fixed NaNs in math::slerp
  • Fixed out-of-bounds access
  • Fixed compilation issues with some compilers
  • Destroy engine's default material on shutdown
  • Fixed incorrect order of arguments in glBlendFuncSeparate
  • Fixed VAO state management bug
  • Fixed overflow issue when exactly 256 bones were declared in a renderable
  • Fixed potential crash when copying a texture stream
  • FADE materials are now properly sorted with TRANSPARENT materials

Rendering

  • Fixed FXAA offset by half a pixel
  • Fixed generateMipmap implementation to properly honor base/max level
  • Fixed OpenGL error with incorrect UBO size in GPU skinning
  • Fixed iOS specific OpenGL issues
  • Fixed normals/tangents skinning when a transform is set
  • Fixed black spots that would sometimes show up with FXAA enabled
  • Fixed depth prepass rendering bug on NVIDIA hardware

Tools

  • Fixed memory leak in libimage
  • Fixed baseColorFactor support when loading glTF files
  • Fixed minor issues in glTF to filamesh conversions

Android

  • Fixed skybox loader to accept dimensions greater than 256x256
  • Fixed filamesh loader to correctly interpret optimized UVs

Vulkan

  • Fixed mipmapping of 2D textures
  • Fixed validation warning
  • Fixed texture anisotropy in the Vulkan backend
  • Depth offset and face culling now work