Releases: nilspettersson/lwjgl_3D_framework
Releases · nilspettersson/lwjgl_3D_framework
lwjgl_3D_framework 2.3.0
2.3.0
features
- made geometry buffer dynamic.
- made draw call count dynamic.
bugfixes
- fixed memory issue in delete function.
lwjgl_3D_framework 2.2.0
features
- you can now render simple lines.
- you can now set texture sprite size in texture to use it as a texture atlas for quads.
- added delete function to remove entity and its buffers from scene.
lwjgl_3D_framework 2.1.0
features
- added glosy function to ray marcher.
- ray marched objects can now cast shadows on rasterized objects.
3D_library 2.0.0
changed
- changed the game loop.
- added scene system. You can now create many scenes and switch between them. A scene has a load and update function. A scene will remove all its content when a different scene is loaded.
- improved ray marching api.
- changed how lights are added.
features
- added sdf shader to library for using ray marching distance functions.
- added shadows to ray marching.
- added ambient occlusion to ray marcher
bugfixes
- fixed memory leaks.
- ray marching now works with different window resolutions
- fixed issue when having no imports in shader
3D_library 1.1.0
features
- added ray marching system. Raymarcher will go through scene of objects and calculate distance. float scene(vec3 point) needs to be created.
- you can now create functions between uniforms and fragment in shaders.
- added list of uniform in fbo to be make it posible to add uniforms for post processing shaders.
bugfixes
- fixed issue with rayMarching.glsl needed to be included even when it was not used.
- fixed bug with uniforms not working.
3D_library 1.0.0
1.0.0
features
- revamped shaders. Added mesh shader and post processing shader for easier shader creation.
- revamped fbo api. Fbo is now Created in the Game class. The game class contains new functions to bind unbind and render fbo.
removed
- removed old shaders.
bugfixes
- fixed issue with getting the fragment code when the code contained nested ifs and loops.