Rev No. |
Date
|
Author
|
Message
|
2574
|
2023-02-17
|
eric
|
Bugfix modifications to support 10.2.3
|
2572
|
2023-02-17
|
eric
|
Bugfix: IDE support not possible for elder versions than 10.4.1, "fmx*.bpl" not found - no version detection possible. This lead to the problem that the DX-Context was not overwritten
Bugfix: TextLayers were not updating on resize
Bugfix: fixed framerate rendering deactivated on android currently
|
2571
|
2023-02-16
|
eric
|
Bugfix: Android FixedFrameRate-Rendering fails: better BeginScene/EndScene handling, but still not working
|
2570
|
2023-02-16
|
eric
|
Bugfix: on fixed framerate rendering on android, BeginScene/EndScene was not called
|
2569
|
2023-02-16
|
eric
|
Bugfix: on fixed framerate rendering on android, BeginScene/EndScene was not called
|
2567
|
2023-02-16
|
eric
|
Bugfix: modifications to support 10.3.x versions
|
2566
|
2023-02-15
|
eric
|
Bugfix: modifications for 10.1 android
|
2564
|
2023-02-15
|
eric
|
Bugfix: modifications to support 10.1.1 (deprecated syntax and methods)
|
2562
|
2023-02-15
|
eric
|
UPDATE: ***2023*** License tags updated to new year
Packages: updated with new source code
|
2560
|
2023-02-14
|
eric
|
Bugfix: IDE Prefab import from sketchfab failed to create components in object inspector
Bugfix: late resolving of camera and light references should happen after mesh hierarchy and armatures were loaded
|
2559
|
2023-02-14
|
eric
|
Bugfix: access violation on importing from sketchfab at design time with texture limits
Package: version changed to 1.0
|
2558
|
2023-02-13
|
eric
|
Bugfix: wrong unit name
|
2557
|
2023-02-13
|
eric
|
Bugfix: AccessViolation on TextureLimiting
|
2556
|
2023-02-13
|
eric
|
Debug: Sketchfab integration in IDE not working yet (debugging code)
Tool: PrefabImporter password updated
Website: licensing in rest api introduced
|
2555
|
2023-02-13
|
eric
|
Feature: DesignTime editor for prefabs updated with direct Sketchfab client access
|
2554
|
2023-02-13
|
eric
|
encrypt mac address in licensing tool
|
2552
|
2023-02-12
|
eric
|
Feature: PostFX render pass controller extended by TimeInfo and a MaskTexture for easy usage
Feature: PostFX added to packages and component palette
|
2551
|
2023-02-12
|
eric
|
Feature: PostFX RenderPassController introduced for design time post effect development
|
2550
|
2023-02-12
|
eric
|
Bugfix: DesignTime issue with SMStoreDepth/VSMStoreDepth render passes on removal
|
2549
|
2023-02-11
|
eric
|
Bugfix: DialogueDesigner (DesignTime) was not deleting items/events/characters
Bugfix: IDE.Terrain planting optimized and fixed with new arguments
Bugfix: DefaultMaterial.MainShadowMapPass handling on Notification
|
2548
|
2023-02-10
|
eric
|
Bugfix: Update bounding box of MeshDef if mesh data is assigned
|
2547
|
2023-02-09
|
eric
|
Bugfix: InputController support on Android devices with further fixes for Keyboard + Gamepad
> mouse still seems to be complicated
|
2546
|
2023-02-09
|
eric
|
Bugfix: SolveTangents/CalcTangentBiNormals() fixed on Android > division by zero caused NaN values
|
2545
|
2023-02-08
|
eric
|
Bugfix: Android > Google Pixel 6a cannot create shader programs - exception was unclear, modified
|
2544
|
2023-02-07
|
eric
|
Bugfix: PBR material shader with issues on Android
BUG: FixedFramerate Rendering on Android not possible
BUG: CalcTangentBinormals() not working on Android > NaN Exception when normalizing
|
2542
|
2023-02-07
|
eric
|
Bugfix: licensing moved to "api.gorilla3d.de"
|
2541
|
2023-02-07
|
eric
|
Licensing: AntiPiracy file written in developer edition and added to standalone components
|
2540
|
2023-02-06
|
eric
|
Bugfix: IDE.Terrain ComponentEditor continued
Packages: new IDE.Terrain unit added to design packages of all versions
Feature: AddInstanceItem to return TGorillaMeshInstance item
Feature: FrustumCullingCheck as published property in TGorillaMesh
|
2539
|
2023-02-06
|
eric
|
Feature: DesignTime ComponentEditor to randomly generate terrains and to "plant" mesh instances
|
2538
|
2023-02-04
|
eric
|
Refactoring: Instancing support at design time (not working yet)
|
2537
|
2023-02-02
|
eric
|
Bugfix: TGorillaModel designtime usage with assets package defect after latest changes
Bugfix: MemoryLeaks in Reflection/Refraction/GlobalIllumBlur RenderPasses at designtime > no notification handling
Bugfix: Reflection/Refraction TPoint3D properties replaced by TPosition3D property (still reading old properties from DFM for legacy support)
Bugfix: Various bugfixes in AnimationController due to designtime usage
Bugfix: TGorillaViewport.SetCamera() prevent setting designcamera
Bugfix: FBX/DAE Loader needs to update package assets after loading additional animations, otherwise they are not in G3D stored
Bugfix: InputController disabled by default
Feature: CharacterControllers with new property "RotateOnSideways" to rotate camera instead of moving sideways
Feature: Reflection RenderPass with target property to attach it directly to a control instead of updating mirrorposition manually
Feature: TComponentHelper.FindComponentDeepSearchByFilter() introduced
|
2536
|
2023-02-01
|
eric
|
Feature: TGorillaRenderPassSMStoreDepth, TGorillaRenderPassVSMStoreDepth and TGorillaRenderPassVSMBlur added again to component palette
Feature: TGorillaRenderPassSMStoreDepth > light property published + adjusting viewmatrix to frustum
Feature: TGorillaRenderPassVSMStoreDepth > light property published + adjusting viewmatrix to frustum
Feature: TGorillaRenderPassVSMBlur > VSMStoreDepth published property to link VSMStoreDepthRenderPass to it easily at design-time
Feature: TGorillaDefaultMaterialSource > MainShadowMapPass introduced for easy linking of single shadow map
Feature: PhysicsSystem component by default now with a size of 500
Bugfix: RenderPassController did not cleared InputPass on Notification
Bugfix: TGorillaFrustum.IsPointInFrustum fixed
Bugfix: TGorillaFrustum.IsPointInFrustum alternative function with output plane
Bugfix: TGorillaContext.DoDrawPrimitives() with try-catch due to design-time issues on resizing render-passes
Bugfix: TOpenGLShaderProgram.ActivateDefault() with extended error message
|
2535
|
2023-02-01
|
eric
|
Bugfix: Removing RenderPassController at design time crashes due to invalid deregistration
Bugfix: changing viewportsize of RenderPassController at designtime crashes
|
2534
|
2023-01-31
|
eric
|
Bugfix: IDE crash on shader exception fixed to allow designtime shader development
Bugfix: WaterMaterial.SetReflections/SetRefractions vs SetEnvironment needed special treatment because one of those is need, instead of DefaultMaterial (all are optional)
Bugfix: TGorillaRenderPassController.Id is now set automatically when componentname is set
Bugfix: AfterConstruction() introduced for TGorillaLight and TGorillaCamera > but designtime settings are not stored if empty, f.e. ScatteringIntensity nulled will be restored to 0.1 at startup
|
2533
|
2023-01-30
|
eric
|
Bugfix: waving grass material > trying to fix the stuttering issue
Bugfix: waving grass material > trying a DUDV texture implementation for different regions of amplitude (not good yet)
|
2530
|
2023-01-29
|
eric
|
Bugfix: OBJ texture loading issue, if absolute path is defined in mtl file
|
2529
|
2023-01-29
|
eric
|
Bugfix: TriggerPoints look-in-dir issue fixed
Bugfix: TriggerPoints character controller special treatment to get camera for correct direction
Bugfix: TriggerPoint.DisplayName property missing
Bugfix: TriggerPoint.Position is now a TPosition3D for designtime support
|
2528
|
2023-01-29
|
eric
|
Bugfix: AssetsPackage GORILLA_ASSETS_GROUP_ID_DESCR_DEPRECATED introduced to find deprecated group names
Bugfix: TSegmentDef.ToJSON > storing FReferenceId instead of FReference.Id
Bugfix: reordering TGorillaSkyBox in RenderingList to 0 for correct non-overlapping rendering
Bugfix: Androidapi.GLES3 with duplicated constant
Bugfix: glTexGenf commented because not supported on Android
Bugfix: STL Exporter fixed due to latest refactoring of TTransformDef
Bugfix: DefaultMaterial > Reflections/Refractions unset after designtime because StoredReflections/StoredRefractions not set
Packages: missing files added
|
2527
|
2023-01-27
|
eric
|
Bugfix: TDAEModel.ResolveAnimationReference() was not able to find Camera instances due to fixed mesh usage
|
2526
|
2023-01-27
|
eric
|
Bugfix: Segment resolving was not migrating controls list of child components
Bugfix: TGorillaSegment is not inherited from TGorillaGroup, but instead of TGorillaTransform
|
2525
|
2023-01-25
|
eric
|
Bugfix: loading g3d defect after refactoring humanoid > armature
Bugfix: late resolving of segments in visual components to re-setup hierarchy correctly
Bugfix: DAE 'TEXTANGENT' semantic ignorieren
Bugfix: Objektsuche in Importformaten überarbeitet
Refactoring: TJointRefDef / TControllerDef / TSkinDef Umbennenung Mesh > Skin.Target
|
2524
|
2023-01-24
|
eric
|
Bugfix: DAE > VertexGroups
Feature: VertexCache extended by append methods
|
2522
|
2023-01-23
|
eric
|
Bugfix: further modifications on the latest TransformDef refactoring > FBX handling fixed to find entities again
|
2521
|
2023-01-23
|
eric
|
Bugfix: TSegmentDef now stores reference-id in json
Bugfix: mesh lookup optimize (corgi model still defect)
Bugfix: FBX > line and nurbscurve nodes as segments
|
2520
|
2023-01-23
|
eric
|
Refactoring: TTransformDef refactored to contain children > modifications to all siblings like TMeshDef
> this comes with changes in all import formats and visual components
|
2519
|
2023-01-22
|
eric
|
Refactoring: Humanoid renamed to Armature and code adopted, for users using the old classes, we've left alias
Bugfix: FBX > alternative texture filename search fixed
|
2517
|
2023-01-21
|
eric
|
Bugfix: FBX > EqualMatrixCheck fixed and activated generally
Bugfix: FBX > alternative texture lookup extended, some models come with *.tga texture names, but *.png given - we now search alternativly by different file-extension
Bugfix: USDZ reader fix for reading binary from zip
|
2515
|
2023-01-21
|
eric
|
Bugfix: TGorillaModel.SetSource need to be strict filename otherwise models with equal filename would be loaded
|
2514
|
2023-01-21
|
eric
|
Latest changes in Delphi applied
|
2513
|
2023-01-19
|
eric
|
Bugfix: FBX files (generated by Cinema4D) do not provide a correct skeleton hierarchy > null node missing
We now setup a default skeleton to attach those lost limbnodes to
|
2511
|
2023-01-18
|
eric
|
Bugfix: TAnimationDef.UnifyInterpolators() unset values for interpolated key values lead to unexpected results
Bugfix: FBX issues with various files - trying to separate in version
Bugfix: FBX reading "weight" property type, FBX reading Maya/3DSMax material properties
|
2510
|
2023-01-17
|
eric
|
Feature: USD Huffman + Delta Decoding started and further migration
|
2509
|
2023-01-17
|
eric
|
Bugfix: CubeMap/Environment Mapping with reflectionmap coordinates settings
Bugfix: USDC continued
Bugfix: water shader cubemap refl/refr continued
|
2508
|
2023-01-17
|
eric
|
Bugfix: reset changes in environment mapping (refl/refr) in default material
|
2507
|
2023-01-16
|
eric
|
Bugfix: warning removed in skybox unit
|
2506
|
2023-01-16
|
eric
|
Bugfix: missing GLB loader added
|
2505
|
2023-01-16
|
eric
|
Bugfix: WaterShader now supports environment mapping - not working good yet
Bugfix: DefaultMaterial switching between reflections/refractions and environment mapping - only one should be supported
|
2504
|
2023-01-14
|
eric
|
Bugfix: fixed wrong offset in environment mapping
Bugfix: water shader supports environment mapping
|
2502
|
2023-01-13
|
eric
|
Bugfix: modifications with 11.3 (Malawi)
|
2501
|
2023-01-13
|
eric
|
Feature: TVertexBufferHelper introduced in Gorilla.Context.Types to set Joints/Weights or ImageData attributes by FMX default attributes (Color1, Color2 and Color3)
Bugfix: Billboard extends vertexshader by imagedata attribute to store TexturePoolId in Color1 instead of Tangent
Bugfix: GrassShader fixed waving algorithm now from offset
|
2500
|
2023-01-13
|
eric
|
Optimize: GrassMaterial > "SpeedAmplitudeOffset" introduced instead of single values for Speed, Amplitude and Offset
Feature: TextureKind Array2D introduced (not tested yet!)
|
2499
|
2023-01-12
|
eric
|
Feature: FBX reading TFBXTangeantMode, TFBXTangeantWeight and TFBXTangeantVelocity for AnimCurveKeys
|
2498
|
2023-01-12
|
eric
|
Feature: activate / deactivate crescent moon by property
|
2497
|
2023-01-11
|
eric
|
Bugfix: LayeredMaterial fixed > black lines due to z-testing, blending better, but semi-transparent
Bugfix: FBX loading embedded textures crashed loading from file
Bugfix: FBX further fixing on absolute/relative animation key transformation > ConstantMode is not the final solution (abe/soccer not working)
Bugfix: DefaultMaterial "LOCALS.Specular" modified also if no map is given
Bugfix: GrassMaterial > CutoutLevel now uses AlphaCutOff property (in default material)
Bugfix: GrassMaterial > remove tangent argument usage on waving grass, limit "y < 0.0" removed and distance calculation introduced
Feature: TGorillaSharedAtlasMaterialSource now provides LinearFiltering property to switch between linear/nearest for Minecraft look
|
2495
|
2023-01-10
|
eric
|
Bugfix: USD loader modified to latest changes
|
2494
|
2023-01-10
|
eric
|
Feature: current USD format implementation added (not working yet)
Bugfix: glTF animation import fixes (not working yet)
|
2493
|
2023-01-09
|
eric
|
Feature: GLB fileformat support implemented
Feature: glTF support for embedded textures in binary storage
Feature: TextureLimits inside of assets implemented to be used by all importers > TGorillaLoader extended to handle those functionality in general. (currently only in glTF) CAUTION: we need to use a threadvar for loaders in threads
|
2491
|
2023-01-04
|
eric
|
Bugfix: GlobalIllum rendering > reversed modifiction on spiral, getting inaccurate on large shadows
Bugfix: VirtualGamePad TShiftState conversion not compatible on Android
Bugfix: unsetting cubemap was not clearing the texture
|
2489
|
2023-01-03
|
eric
|
Bugfix: Skybox component shader switch issue fixed, uniform buffer was not re-registered
Bugfix: published skybox properties splitup to allow designtime usage
Bugfix: Skybox settings can now be stored into JSON and JSON-file
Bugfix: Android Rendering fixed for skybox demo (Notice: worked with 64bit Android on Nokia 7+)
|
2488
|
2023-01-02
|
eric
|
Feature: TGorillaSkybox new published properties for better design-time configuration
|
2487
|
2023-01-02
|
eric
|
Bugfix: loading from NRRD failed, because texture was not resized after re-config
|
2486
|
2023-01-02
|
eric
|
Bugfix: loading issue from package when filename is identical
|
2485
|
2023-01-02
|
eric
|
Bugfix: TextureAsset ImportFromStream caching not only for standalone imports
|
2484
|
2023-01-02
|
eric
|
Feature: Complete skybox refactoring, incl. uniformblock, new procedural shaders and more
Feature: FBX embedded texture import + PBR material as default for specular import
Bugfix: AssetsPackage models were not written to package
Bugfix: TextureAssets import from stream was not stored to cached bitmap on standalone usage
Bugfix: glTF Vector4US and Vector4UB reading fixed
Bugfix: glTF animation / skin-skeleton import - not yet working (binding flipped)
|
2483
|
2022-12-22
|
eric
|
Bugfix: PBR IBL rendering for environment mapping (reflections/refraction)
Bugfix: mipmap generation was blocked for rendertargets, exception implemented for cubemaps
Bugfix: TGorillaLoadOptions "StrictFilename" property introduced to allow loading of modelfiles with equal filename (gltf models are mostly called "scene.gltf") - due to flexible filename search in assets package existing models were reused
|
2482
|
2022-12-21
|
eric
|
Feature: DICOM further modifications for meta value reading
|
2481
|
2022-12-20
|
eric
|
Feature: DICOM Reader implemented, also reading image data, but not compatible yet with VolumetricMesh rendering
|
2480
|
2022-12-20
|
eric
|
Bugfix: PBR > ambient color now calculated too (works well for car, knight & co), specgloss untested!
Optimize: SmoothCameraController removed LogToFile() calls, increasing performance
Optimize: PhysicsSystem lock removed, increases performance a lot
|
2479
|
2022-12-19
|
eric
|
Feature: DICOM lib started for volume rendering import
|
2478
|
2022-12-18
|
eric
|
Bugfix: Camera Frustum computation now seems to be correct. right and up vectors were wrong in some orientations
Bugfix: AABBInFrustum check fixed
Bugfix: glTF unlit material extension support
Bugfix: glTF default values for roughness, metallic and ao
|
2477
|
2022-12-13
|
eric
|
Optimize: GI rendering optimized (+5 FPS on SD resolution) by using spiral cone tracing
|
2476
|
2022-12-12
|
eric
|
Bugfix: writing shader files disabled
|
2475
|
2022-12-11
|
eric
|
Feature: AlphaCutoff introduced in DefaultShader and G3D format
Feature: PBR with specular map
Feature: optional TexCoord1, TexCoord2 and TexCoord3 handling
Bugfix: PBR > for SpecularGlossiness Extension rendering
Bugfix: PBR > if material name property not set, we create a UUID as name
|
2474
|
2022-12-09
|
eric
|
Bugfix: "!!!" removed and exception messages corrected
|
2473
|
2022-12-09
|
eric
|
Bugfix: further consistency checks during loading a gltf
|
2472
|
2022-12-09
|
eric
|
Bugfix: GLTF reading primitive modes other than triangles lead to exceptions - this is not necessary in all cases, so we only skip those primitives
|
2471
|
2022-12-07
|
eric
|
Bugfix: PBR > emissive intensity to heavy
Bugfix: TGorillaManagedControls helper functions added
Bugfix: TGorillaRenderPassController never cleaned up FAllowedControls
Bugfix: TCustomBlur with tonemapping exposure parameter
Bugfix: Environment render pass with Target property to attach the controller to a moving object
|
2470
|
2022-12-07
|
eric
|
Bugfix: CustomBlur > Tonmapping exposure made configurable
|
2469
|
2022-12-07
|
eric
|
Bugfix: emissive color application after attenuation applied (more clear color)
customblur tonemapping > color darkened due to intensive blurring
|
2468
|
2022-12-07
|
eric
|
PBR > emissive color applied after attenuation
PBR > VolumeRendering fixed ao bias
|
2467
|
2022-12-06
|
eric
|
Bugfix: PBR > now seems to work much better. reflections looking good, shininess issue fixed, tonemapping exposure adjusted, diffuse+specular channel too, ambient channel also included > tests needed on other gpu's
|
2466
|
2022-12-05
|
eric
|
PBR: further fixes in shader code (without reflections, now with the correct result!)
|
2465
|
2022-12-05
|
eric
|
Bugfix:
PBR > NVIDIA GPU issue on not-clampled fresnelSchlick
PBR > getIBLRadianceLambertian implemented
|
2464
|
2022-12-03
|
eric
|
https://quality.embarcadero.com/browse/RSP-40003
Bugfix: AccessViolation using TForm3D project in Delphi
|
2462
|
2022-11-28
|
eric
|
PBR: reflection fix (1st step) - PBR-demo with new cubemap
|
2461
|
2022-11-27
|
eric
|
PBR: further adjustments to correct rendering (still not perfect)
|
2460
|
2022-11-27
|
eric
|
PBR: further fixes > roughness map not fully applied to final rendering
|
2457
|
2022-11-22
|
eric
|
Bugfix: LOCALS.Emissive introduced in default shader for fixed emissive color computation and overriding possiblity (regarding PBR)
|
2456
|
2022-11-21
|
eric
|
Demo PBR: further testing with reflections and rendering results
Demo WebService: locking mousemove messages for 10ms to reduce traffic
Feature: GLTF now imports emissive textures (pony cartoon model with glowing lights)
|
2455
|
2022-11-21
|
eric
|
Feature: TPrimitivesKind extended with more options like in OpenGL (TriangleStrip, TriangleFan, ...)
|
2454
|
2022-11-19
|
eric
|
Bugfix: Rect-Shader optimized, faster tex-coords
|
2453
|
2022-11-19
|
eric
|
Bugfix: CustomBlur issues on some NVIDIA GPUs. Now using new algorithm which seems to work properly
Bugfix: CleanupRenderPasses() on Notification(Component) to cleanup internal passes on RenderPassController remove during DesignTime
Bugfix: SetMemoryBarrierBit() in TRenderer to ensure complete composite rendering
Bugfix: PBR reflection handling tested (not final!)
|
2452
|
2022-11-17
|
eric
|
Bugfix: explicit Context to TGorillaContext cast without previous class-supported-check not always successful due to FMX TContext3D injection (check added everywhere missing)
Demo: WebService extended by more settings
|
2451
|
2022-11-17
|
eric
|
Feature: FXAA moved to separated pass in composite renderer + added to packages
Feature: FXAA (steps) configurable in TCompositeRenderer and in TGorillaViewport
|
2450
|
2022-11-17
|
eric
|
Demo: WebService moved to separate unit
Feature: FXAA implementation (separate render pass follows)
|
2446
|
2022-11-10
|
eric
|
Bugfix: PBR rendering fixed for lego models without texturing and/or missing normals, missing shading on final pbr coloring
Bugfix: GLTF PBR import fixed for metallic, roughness and specular
Bugfix: PBR now working also without linked environment mapping
Feature: easy-to-use TGorillaMesh.SetPBRProperties() method
|
2445
|
2022-11-10
|
eric
|
Bugfix: missing normals (if normalmap used) now getting restored from vertex attribute
|
2444
|
2022-11-09
|
eric
|
Bugfix: PBR bugfixing > lighting not correct > still problems with lego-models
Bugfix: gltf not activating pbr material, even if color features are set
|
2443
|
2022-11-09
|
eric
|
Demo: new PBR demo for debugging
Feature: SetEnvironmentMapping() / ApplyMaterialToAll() introduced as helper functions for fast linkage
|
2442
|
2022-11-09
|
eric
|
Bugfix: limit fog start and fog end value to protect from division by zero
Bugfix: SetReflections/SetRefractions caused shader exception if UseTexturing was set to false (missing tex2DProj() glsl function)
Bugfix: WebGL modifications
|
2440
|
2022-11-06
|
eric
|
Packages: removed units cleared in packages, components cleaned up, android compilation fixed
Demo: Skybox demo fixed
|
2439
|
2022-11-06
|
eric
|
Bugfix: precision #defines for sampler3D or image3D failed on desktop AMD GPU's
Bugfix: on MSWINDOWS+DEBUG shader errors are now logged into %programdata%\glsl.log
Demo: Instancing2 Demo fixed
|
2438
|
2022-11-05
|
eric
|
Bugfix: GlobalIllumination now works with Instancing
Bugfix: ShadowStrength limited to 10 instead of 2
|
2437
|
2022-11-03
|
eric
|
Bugfix: GlobalIllumin. LightScattering fixed for different light types
Bugfix: filtering of POINTS/LINES rendering in voxelization pass (because, not possible)
Feature: LightScattering configurable in TGorillaLight sources, also changes made in TLightDef
|
2436
|
2022-11-02
|
eric
|
Bugfix: GlobalIllumination::LightScattering works now fine with point lights
|
2435
|
2022-10-27
|
eric
|
Feature: GLSL Parser started for auto-conversion to MSL
|
2434
|
2022-10-25
|
eric
|
Feature: Light-Scattering introduced but tex-coords not working yet
|
2433
|
2022-10-25
|
eric
|
Feature: Light-Scattering in GlobalIlluminationPass introduced (but it has to be implemented vise-versa)
|
2432
|
2022-10-24
|
eric
|
Bugfix: GlobalIllumination (GI) blurring fixed
Bugfix: Voxelize renderpass now limits VoxelSize to max. GPU settings (MaxTexture3DSize)
Issue: changing VoxelSize while rendering stops GI rendering
Feature: ShadowStrength, ReflectionStrength introduced in Viewport and Renderer to control GI result
Feature: TGorillaContext.MaxTexture3DSize() introduced
|
2431
|
2022-10-24
|
eric
|
Bugfix: to prevent from misleading programming, "TGorillaRenderPassController.Preset();" is no longer virtual, instead users should overwrite AfterConstruction();
|
2430
|
2022-10-23
|
eric
|
Feature: GlobalIllumination Blurring render pass introduced, but still not satisfying
Refactor: unnecessary units removed
|
2429
|
2022-10-23
|
eric
|
Bugfix: latest changes applied to elder Delphi versions
|
2428
|
2022-10-23
|
eric
|
Refactor: GlobalIllumination RenderPass fixed, open issue: shadow-strength
Refactor: GlobalIllumination+Voxelization RenderPass moved to TCompositeRenderer > no extra instancing necessary anymore
Refactor: TCompositeRender with new methods for better structuring due to multiple render pass exec.
Refactor: control quality of global illumination by TGorillaViewport.GlobalIllumDetail property
Optimize: TGorillaContext.SetContextStates() introduced to set multiple states at once (+3 to +5 FPS!) > changes made in various units
Bugfix: with introduction of TGorillaContext.ShaderLights render passes did not have light sources > ApplyLightSettings added to TGorillaRenderPassController.BeginRenderPassRendering()
|
2427
|
2022-10-20
|
eric
|
Feature: a separated global illumination render pass introduced, for extra blurring and better final results, instead of rendering directly in the deferred-composite pass
|
2426
|
2022-10-20
|
eric
|
Feature: VolumetricMesh.RenderInside feature introduced, but not working properly with Noise/VolumetricFog
|
2425
|
2022-10-19
|
eric
|
Bugfix: VolumetricNoise fixed -> but it's not possible to render inside of the volume
Bugfix: Environment render pass checks if camera/light is available
|
2424
|
2022-10-19
|
eric
|
TGorillaRenderPassVoxelize added to component palette
|
2423
|
2022-10-19
|
eric
|
Bugfix: TGorillaLight.Intensity supported for PBR material
|
2422
|
2022-10-19
|
eric
|
Feature: TGorillaLight.Intensity implemented in default material
Bugfix: TGorillaContext.ShaderLights continued to be used in components
|
2421
|
2022-10-19
|
eric
|
Feature: TLightDescription going to be replaced by TGorillaShaderLight with new TGorillaContext.ShaderLights property (extending light functionality)
Bugfix: RenderPasses, SkyBox and some materials now produce a unique shader program -> lead to various problems on duplicated shader usage
|
2420
|
2022-10-19
|
eric
|
Bugfix: EmissiveBlur conflict due to duplicated shader program usage
|
2419
|
2022-10-19
|
eric
|
Bugfix: Voxelize renderpass fixed after android adoption
|
2418
|
2022-10-18
|
eric
|
Bugfix: Android execution (Nokia 7Plus) fixed for voxelconetracing and composite-rendern (BUT: global illum. not working anymore!)
Bugfix: GORILLA_TEXTURE3D_PRECISION introduced instead of multiple implementations in different components
Bugfix: GORILLA_SHADER_VERSION split up in different consts
Bugfix: name conflict TMemoryManager > TGorillaMemoryManager
|
2417
|
2022-10-17
|
eric
|
Bugfix: CompositeShader EmissiveBlur check in glsl not compatible with Android GLSL
|
2416
|
2022-10-17
|
eric
|
Refactor: further OpenGL abstraction, package compilation, MetalContext introduced for 11.2
Caution: Android defect
|
2415
|
2022-10-17
|
eric
|
Refactor: Gorilla.Context.GLES / TCustomContextOpenGL removed from units and replaced by TGorillaContext (CAUTION!), packages modified to include opengl files on windows and android
|
2414
|
2022-10-16
|
eric
|
Bugfix: Environment Mapping defect after OpenGL layer abstraction + optimization of lights application
Refactor: OpenGL abstraction continued (Gorilla.Context.Extension.OpenGL)
Refactor: TGorillaCubeMapTextureBitmap removed, because unnecessary
|
2413
|
2022-10-16
|
eric
|
Refactor: abstraction of opengl/opengles for later support of metal, unnecessary linkage remove
Refactor: SSR/SSS remove from composite pass -> in future this will be done by global illumination
Bugfix: VoxelGeometry only available in GAME_PACKAGE
Bugfix: CharacterController now jumps on hotkey-down and no long on hotkey-up
CAUTION: texture loading after refactoring buggy!
|
2412
|
2022-10-13
|
eric
|
Refactor: TGorillaContext introduced to abstract OpenGL/OpenGLES source code > Gorilla.Context.* units refactored too (Buffer, Texture, ... missing)
Bugfix: RenderPassController.OnApplyMaterial introduced to interact on render pass materials getting applied to objects during rendering > we need diffuse color / texture from original material in voxelization
|
2411
|
2022-10-12
|
eric
|
Feature: Reflection Cone Tracing introduced
Bugfix: VoxelSize configuration at runtime now possible
Bugfix: DoCreateRenderer() now clears FRenderer if assigned instead of producing orphaned reference
|
2410
|
2022-10-11
|
eric
|
Bugfix: Light-Limitation in shaderdata record missing - caused exception under win x64
|
2409
|
2022-10-10
|
eric
|
Bugfix: LOD GlobalIllumination looking much better now, ShadowStrength and ReflectionStrength introduced as parameters, light sources reduced to max. 8
Bugfix: Frustum issue optimized, still not perfect!
|
2408
|
2022-10-10
|
eric
|
Bugfix: Composite-RenderPass now provides a property for a VoxelGeometry renderpass instead of using a global variable -> modifications done in viewport and renderer too
Bugfix: DefaultMaterial / GLSLNodes cleaned up, regarding obsolete global illumination rendering there (now done once in composite pass)
Bugfix: renderpasses ignoring embedded emissive blurring by default
|
2407
|
2022-10-07
|
eric
|
Bugfix: GlobalIlum (by detail) steps optimized
|
2406
|
2022-10-05
|
eric
|
Bugfix: If no voxelization is available, composite render pass rendered black
Bugfix: undetailled voxelgeometry did not limit maxdist to max scale (32.0f)
Bugfix: ImageAccessable need to be set at the end of the voxelization
Feature: MaxTextureImageUnits() method
|
2405
|
2022-10-03
|
eric
|
Bugfix: further development on global illumination
Bugfix: AssetsManager::GetGroup by id lead to wrong groups due to defect storage
|
2404
|
2022-09-29
|
eric
|
Bugfix: further testing with Global Illumination
|
2403
|
2022-09-28
|
eric
|
Bugfix: Global Illumination > VoxelCenter and FocalLength introduced for center detection, texture() instead of texelFetch + tests with parameters and level detection
Bugfix: Camera Frustum expansian for better results (objects disappeared while they should still be seen)
Feature: SkipRendering() and FrameCount introduced for RenderPassControllers to render passes f.e. every 10 frames
|
2402
|
2022-09-27
|
eric
|
Bugfix: glClearTexImage() check
Bugfix: MipMap Generation deactivated
Bugfix: PCF integrated for global illumination
|
2401
|
2022-09-27
|
eric
|
Feature: Global Illumination with levels of detail continued
Feature: CurrentMipMapLevel + MipMapLevels als Properties in TGorillaTexture introduced to create mipmap levels automatically and to bind a specific mipmap level for rendering into
|
2400
|
2022-09-24
|
eric
|
Feature: GlobalIllumination in 1st try introduced: fixed voxelize pass
Feature: TGorillaTexture.Clear() + TGorillaTexture.GenerateMipMap() introduced
Bugfix: Viewport.SceneBounds fixed or dynamic (by directive)
Refactor: BuildShader() moved to Gorilla.Context.Shader
Refactor: FakeTracing removed
Refactor: Compile notices
Website: errors with request-uri for better analysis
|
2399
|
2022-09-09
|
eric
|
Bugfix: glGetTexImage() not supported on OpenGLES platforms
|
2397
|
2022-09-09
|
eric
|
Bugfix: Android specific changes due to new features
|
2396
|
2022-09-09
|
eric
|
Bugfix: Missing GL_SHADER_STORAGE_BARRIER_BIT const in android
|
2395
|
2022-09-09
|
eric
|
Bugfix: Voxelization is only supported in GAME_PACKAGE
Source: package source codes updated
|
2394
|
2022-09-09
|
eric
|
Feature: GetMemoryBarrierBitValue() + SetMemoryBarrier() functions introduced (incl. TMemoryBarrierFlag)
Feature: TGorillaTexture.ImageAccessable to decide between image_write and image_read mode
Feature: TGorillaTexture.RequestTextureData() function introduced to request image data directly from GPU
Bugfix: Voxelize RenderPass is now able to write to the texture3D image data
Bugfix: ALLOW_SPARSE_VOXELS introduced to make global illumination optional
|
2393
|
2022-09-08
|
eric
|
Bugfix: code adopted by 11.2 code
Package: packages fixed regarding EmissiveBlur, ObjectInspector and Voxelization
|
2392
|
2022-08-29
|
eric
|
Bugfix: environment mapping for refraction was not correct
Bugfix: PBR > refraction/reflection mapping not correct
Bugfix: PBR > black radial lines on some GPU, due to not-clamped values
Bugfix: PBR > emissive coloring not working
Bugfix: input controller for Android continued > keymapping for keyboard events, source type detection and more
|
2391
|
2022-08-29
|
eric
|
Bugfix: environment mapping ratio fixed -> top face position applied
|
2390
|
2022-08-29
|
eric
|
Feature: EmissiveBlur with different blurring algorithms tested
Bugfix: on jumping wrong speed is returned
|
2389
|
2022-08-28
|
eric
|
Feature: EmissiveBlur with blurring render pass working on laptop machine
Feature: ObjectInspector with SelectComponent function
|
2388
|
2022-08-25
|
eric
|
Bugfix: on Android we need a global inputevent interceptor for keyboary, mouse and gamepad events to forward events to the specific handler
Bugfix: rendering fixed on Android > emissiveblur glsl didn't work on Android
|
2387
|
2022-08-24
|
eric
|
Bugfix: Android Keyboard Handler continued by intercepting ApplicationGlue OnInputEvent by overwriting with our event to push keys to message loop
Bugfix: LowLevelKeyboard hooks crashed, when too many keys were pressed simulanously
Bugfix: InputController demo was defect for Android
|
2382
|
2022-08-13
|
eric
|
Bugfix: VolumetricMesh.SetRawData introduced for generating 3D data "outside" of the component
Packages: source code merged
|
2365
|
2022-08-04
|
eric
|
Bugfix: DefaultMovement collided with VirtualGamePad usage
Feature: VirtualGamePad extended by cursor buttons and shoulder buttons, many refactorings due to duplicated code, Load/Save Layout started to allow different visualizations of a gamepad (like PS or XBox controllers)
|
2363
|
2022-08-02
|
eric
|
Bugfix: Gorilla.UI.TransitionsFrame adding layer did not set name correctly
Bugfix: TGorillaInputMessage.WParam / LParam unsigned/signed issue NativeUInt > NativeInt
Bugfix: ModelViewer.CurrentPackage access violation
Bugfix: ModelViewer.LoadModel() with options dialog
Bugfix: VirtualGamePad dragging out ouf focus
|
2362
|
2022-08-01
|
eric
|
Feature: WebGL Buffer with ByteBuffer introduced.
> Experiments halted, due to way to many missing features in WebGL (only OpenGLES 3.0 base)
> until WebBrowsers do not support modern OpenGL this approach is useless
|
2360
|
2022-08-01
|
eric
|
Feature: Switching Smooth / Flat shading
Bugfix: ShowNormals did show tangents instead, due to testing code
Bugfix: further changes in WebGL interceptor interface
|
2359
|
2022-07-30
|
eric
|
Bugfix: fixed tangents and binormal computation in TMeshDef and TGorillaMesh
|
2358
|
2022-07-29
|
eric
|
Feature: WebGL testing continued
|
2357
|
2022-07-29
|
eric
|
Feature: WebGL Interceptor copied to a Logging Interceptor before WebGL modifications done
|
2356
|
2022-07-28
|
eric
|
Feature: OpenGL-Interceptor continued, to generate WebGL-Output without conflicting standard rendering
|
2355
|
2022-07-27
|
eric
|
Bugfix: TGorillaViewport.FogColor and FogColorF properties are now present (for design time)
Bugfix: TGorillaSkyBox mesh and uv coordinates modified
Bugfix: TMeshDef.CalcTextureCoordinates() functions modified for spherical projection
Feature: AddPolygon variations with more arguments (texCoords, normals)
Test: WebGL Interceptor tests
|
2354
|
2022-07-27
|
eric
|
Bugfix: FogColor not visible at DesignTime
Bugfix: Renderer.SetColor introduced
|
2352
|
2022-07-25
|
eric
|
Bugfix: Embedded textures not loaded correctly if unix based file path -> ExtractFilePath() is not working on linux filenames under MSWINDOWS
Bugfix: DefaultMaterial issue on various flag combinates in NO-Lighting modes
Bugfix: NOLIGHTING shader code did not wrote LOCALS.BaseColor, instead directly to o_Albedo/gl_FragColor
Bugfix: GorillaVolumetricMesh.Material.Texture moved to public section
Bugfix: EmissiveColor rendertarget mixed with albedo channel to reduce emissive impact
|
2351
|
2022-07-24
|
eric
|
Bugfix: Terrain smoothing crashed with access violation
Bugfix: CubeMap Skybox has no normal vector
|
2350
|
2022-07-22
|
eric
|
Bugfix: loading a TModelDef from file and refering into new multiple TGorillaModel instances without a assets package lead to an access violation. "TModelDef.IsStandalone" property added for setting manually
|
2349
|
2022-07-21
|
eric
|
Optimize: EmissiveBlur shader optimized
|
2348
|
2022-07-21
|
eric
|
Feature: Emissive Blur Rendering in final comppositing path + "EmissiveBlur" property introduced in TCompositeRenderer and TGorillaViewport
Bugfix: missing o_Normals render target added to some components with special rendering
Demo: Environment Mapping Demo modified to show emissive blur
|
2347
|
2022-07-20
|
eric
|
Bugfix: environment map projection normal issue fixed
|
2343
|
2022-07-19
|
eric
|
Bugfix: fixed normals for environmap mapping in default material for PBR, POM and NormalMap materials
Bugfix: TTextureDef.GetAssetBitmapInstance() fixed flipped textures for cloned bitmaps (Firemonkey prefab got flipped textures)
Bugfix: ReferenceMaterial cras7hed if SharedMaterial was not linked. It is now a TColorMaterial to render something of link is not available
Bugfix: Environment RenderPass Position set to zero by default
Feature: Environment RenderPass now contains an embedded light, CenterOffset properties to configure camera position for sides
|
2342
|
2022-07-18
|
eric
|
Bugfix: "TOOLSWIN" define needs to be deactivated for package compilation > ToolsWin is getting opened by designtime editor and not by viewport
|
2340
|
2022-07-18
|
eric
|
Bugfix: TGorillaCamera designtime render orientation fixed when target is set
Package: Clearing all IDE created dcu,dcp and bpl files leading to invalid packages
|
2339
|
2022-07-17
|
eric
|
Bugfix: Checking in Render() methods if Context is available before using
Bugfix: deactivate "Adjust" in Control3DTools win by default
|
2338
|
2022-07-15
|
eric
|
Bugfix: EnvironmentRenderPass designtime exceptions reduced
Bugfix: EnvironmentRenderPass SetViewportSize adjusted to 2^x sizes
Bugfix: POM/PBR materials fixed for deactivating UseTexturing and/or UseTexture0
Package: LICENCE updated
|
2337
|
2022-07-14
|
eric
|
Feature: TGorillaViewport.GetDesignCameraController() method introduced
Bugfix: TGorillaSmoothCameraController needs to invalidate the viewport if assigned to update on NOT UseFixedFrameRate
Packages: source code files merged
|
2335
|
2022-07-12
|
eric
|
Bugfix: VolumetricMesh PushRawData() not called on modifying textures
Feature: VolumetricMesh.UseOverlay and OverlayIntensity introduced
Feature: TGorillaLoadOptions.AddAnimation() introduced
Demo: further model test
|
2334
|
2022-07-12
|
eric
|
Test: SmoothCameraController in Viewport at DesignTime -> Problems with auto-destruction of components by IDE
|
2333
|
2022-07-07
|
eric
|
Feature: new TGorillaSmoothCameraController component
Optimize: glTF default PBR opacity to 0.75
Bugfix: Procedural SkyBoxes with spherical texture coordinates for better mapping onto the cube
|
2332
|
2022-07-07
|
eric
|
Bugfix: PBR basecolor did not set alpha value correctly
|
2331
|
2022-07-06
|
eric
|
Feature: Assets Package Version updated to 1.3 due to PBR settings in G3D
Feature: implementation of procedural skyboxes started (tex coords not correct yet)
Website: Embarcadero getit icon added
Website: Mailchimp newsletter subscription script added
|
2327
|
2022-06-28
|
eric
|
Feature: ShadingIntensity + Brightness properties added to TGorillaVolumetricMesh
Package: SourceCode updated
|
2326
|
2022-06-27
|
eric
|
Bugfix: PBR Material import in GLTF
Bugfix: DoubleSided property + fixing mesh face orientation
Bugfix: shader function "tex3d()" renamed to "tex3D()"
Bugfix: TGorillaGLSLGetTextureFuncsNode fixed regarding environment mapping without textures
Feature: TMaterialDef: with new properties > ReflectionColor, ReflectionPower, UseReflection, RefractionColor, RefractionPower, UseRefraction
Feature: Expanding PBR functionality in FBX started (not working yet)
|
2325
|
2022-06-27
|
eric
|
Bugfix: PBR shader needs to read metalness from B channel, roughness from G channel (due to gltf settings)
Feature: G3D version 3 with PBR material support
Feature: Gorilla.Material now supports creation of pbr materials from imports
Feature: GLTF PBR material import introduced
|
2324
|
2022-06-26
|
eric
|
Feature: MetallicBias, RoughnessBias and AOBias now appliable on pbr textures
Feature: PBR shading without textures (single texture deactivating possible)
Feature: TGorillaMesh.DeleteInstance()
Bugfix: PBR / POM Material > Texture creation moved after "inherited" for a different tiling index
|
2323
|
2022-06-25
|
eric
|
Feature: ShadingIntensity + Brighness properties introduced in default material
|
2322
|
2022-06-23
|
eric
|
Bugfix: RenderPassController.AllowControl() and IgnoreControl() need to add sub-meshes and sub-components, especially for TGorillaModel, otherwise nothing is getting rendered.
Demo: ShadowMapping demo updated
|
2320
|
2022-06-20
|
eric
|
Feature: TGorillaMesh.Instances property to get internal TList<TMatrix3D> for virtual instances, sometimes the count is needed or fast manipulation of that list.
Website: ipblock banned ip ranges modified with further spammers.
|
2315
|
2022-06-16
|
eric
|
Demo: Materials further primitives added: capsule, grid, grid3d, plane
Documentation in GLSL nodes
Website: text counter for message
Website: features updated regarding new materials
|
2314
|
2022-06-02
|
eric
|
Bugfix: latest fix regarding recomputed face normals removed becaus causing issues on modified meshes
|
2313
|
2022-06-02
|
eric
|
Bugfix: redeclared unit removed
|
2312
|
2022-06-02
|
eric
|
Bugfix: Android support for Materials and VolumeRendering demo re-established after all that refactoring
Package: SourceCode merged
|
2311
|
2022-06-01
|
eric
|
Bugfix: fixes for Android
Bugfix: deactivating lighting for PBR causes an exception
Bugfix: RenderTarget textures modified style with mipmapping, what is wrong
Bugfix: RenderTarget management in context (not stable!!!)
Remark: VolumetricMesh rendering defect on Android!
|
2310
|
2022-06-01
|
eric
|
Feature: POM and PBR added to material palette + added to packages
Bugfix: ShadowMapping reversed
Packages: SourceCode merged
|
2309
|
2022-05-31
|
eric
|
Feature: new properties for PBR rendering: MetallicBias, RoughnessBias + AOBias
Bugfix: Volumetric Rendering now supports PBR shading
Bugfix: PBR allowed without textures
|
2308
|
2022-05-31
|
eric
|
Bugfix: environment mapping for pbr material
Bugfix: trying to allow normal mapping switching for pom
|
2307
|
2022-05-31
|
eric
|
Bugfix: LOCALS.BaseColor setting moved upwards
|
2306
|
2022-05-31
|
eric
|
Bugfix: PBR material - splitted up
|
2305
|
2022-05-30
|
eric
|
Bugfix: TGorillaCube tangents were still incorrect due to flipped texcoords on bottom side
Bugfix:
|
2304
|
2022-05-30
|
eric
|
Bugfix: PBR Material is now inherited from POM Material to allow POM instead of regular NormalMapping
Bugfix: fixed coloring in PBR material > Problem: Diffuse, Specular, ... channels are no longer separated
Feature: POM material allows to configure ParallaxLevels by property (default=16)
Demo: Suzanne model added
Demo: Materials demo extended for environment rendering
|
2303
|
2022-05-30
|
eric
|
Bugfix: only render face normals if face normals are empty
Demo: Materials > Suzanne model has no tangents so normal mapping not working
|
2302
|
2022-05-30
|
eric
|
Bugfix: further fixes in PBR Material (still not working properly)
Demo: Materials Demo modified to test PBR material
Bugfix: Windows context max. light sources changed from 8 to 32 like in DefaultMaterial
|
2301
|
2022-05-29
|
eric
|
Optimize: DefaultMaterial now builds shader code depending on lambert,phong,blinnphong & pbr shading model
Bugfix: GorillaCube tangents fixed
Bugfix: Normals rendering moved to TGorillaMesh to allow it for primitives
Feature: PBR Material introduced
|
2300
|
2022-05-25
|
eric
|
Bugfix: DefaultShader fixed "vars.v_TBN" format > parts were switched inside but misleading in usage
> (normal, binormal, tangent)[NBT] changed to (tangent, binormal, normal)[TBN]
> normal mapping adopted to this change
Feature: NormalIntensity property introduced in DefaultMaterial to control normal mapping and parallax occlusion mapping
Bugfix: Parallax Occlusion Mapping shader fixed!
Bugfix: TGorillaCube texture coordinate of bottom side in reversed order
Bugfix: VolumetricMesh sets vertex position and depth of raycasted voxel position instead of surrounding geometry vertpos > this leads to better depth effects
Bugfix: TGorillaGLSLGetTransfVertPosNode + TGorillaGLSLGetNormalNode moved upwards in node-order because fragviewdir needs a modified transfvertpos
Package: source code merged with package source code
|
2299
|
2022-05-23
|
eric
|
Bugfix: "LOCALS.TransfVertPos" introduced in DefaultShader to allow manipulation by nodes of the transformed vertex position which is used for lighting, shading and position output
Bugfix: Volume Rendering optional mipmapping (to remove rendered lines on linear filtering)
Bugfix: Packages source code merged
Demo: Volume Rendering Demo extended for all new settings
|
2298
|
2022-05-20
|
eric
|
Bugfix: Shutdown issue on deactivating UseFixedFrameRate
Bugfix: VolumetricMesh needs to cache binary 3D data to refresh texture buffer on changing various properties
Bugfix: Gorilla.Controller.Passes.Voxelize missing in dpk
|
2297
|
2022-05-19
|
eric
|
Bugfix: VolumetricMesh linear filtering for integers
|
2296
|
2022-05-18
|
eric
|
Bugfix: Texture3D linear filtering test glGenerateMipmapEXT
|
2295
|
2022-05-17
|
eric
|
Bugfix: TGorillaTexture now manages a separated "StyleEx" property, because FMX overwrites "Style" during init-process, which removes MipMaps settings
Bugfix: VolumetricMesh > normal computation for isosurface works now
Bugfix: VolumetricMesh > new properties: "LinearFiltering", "GamutIntensity", "GamutAlphaIntensity", "IsoSurfaceLimit" introduced
Bugfix: ShadowMapping RenderPass view directions for light types fixed
|
2294
|
2022-05-17
|
eric
|
Bugfix: UseLighting = false fixed in DefaultMaterial
Bugfix: VolumetricMesh Normal-Computation (not usable)
|
2293
|
2022-05-13
|
eric
|
Feature: ImageTexture3D + Voxelization RenderPass for Soft Shadows, Reflections, ...
Feature: GeometryShader introduced to allow building voxel 3D textures > DefaultMaterial.SparseVoxels
Feature: Refactoring VolumetricMeshMaterial to DefaultMaterial for support of lighting
Bugfix: GLTF texture file search fixed (jpeg <> jpg problem)
Bugfix: OBJ import do not merge vertices with same material into same object > this is problematic on using a mesh with phyiscs colliders
Bugfix: Particle Influencers fixed regarding component notification > invalid references remain after removing components
Bugfix: Physics.AllowSubColliders adds colliders automatically for sub objects (useful for larger scenes)
|
2287
|
2022-04-29
|
eric
|
Bugfix: FMX.BPL injection causes exception on other machines (without fmxXXX.bpl file)
> we now check in initialization if ToolsAPI was loaded
|
2286
|
2022-04-29
|
eric
|
Bugfix: FMX bpl injection works only on the same machine with the same compiler version, where fmxXXX.bpl can be found
Bugfix: q3AABBToAABB() modification reversed (not working properly)
|
2285
|
2022-04-29
|
eric
|
Bugfix: SplatMap indices for offset not correct
|
2284
|
2022-04-28
|
eric
|
Bugfix: Splatmap Tiling/TexCoord0 handling fixed > wrong texture setting was used
> the texturecoords node was replaced by an individual splatmap variation
|
2283
|
2022-04-28
|
eric
|
Bugfix: OBJ import defect due to directive > DUPLICATED_VERTICES_ON_IMPORT_CHECK (deactivated)
Bugfix: Physics dynamic aabb rendering optimized
|
2282
|
2022-04-28
|
eric
|
Bugfix: VolumeRendering for float 3D data shaders was defect due to incorrect shader variable declaration
Bugfix: Physics ABody return was not set and could lead to an invalid pointer
Bugfix: Physics with new RemoteBodyTransform methods
|
2279
|
2022-04-21
|
eric
|
Bugfix compiler directive fixed for 10.2.3
|
2277
|
2022-04-20
|
eric
|
Bugfix: GLTF import application/octet-stream problem
Bugfix: GLTF now tries to find a texture in subfolders
Bugfix: OBJ invalid integer on smoothgroup in a test-model -> raised to int64
Website: new background image added
|
2275
|
2022-04-20
|
eric
|
Bugfix: FBX normalize CurveKeys (time value sorting, negative values fixed)
Bugfix: FBX separated animation files now create animations with a better name
Bugfix: Version.bat modified to next version 0.8.4
Bugfix: API.GORILLA fixed subscription-less user downloads
Bugfix: Shop now refreshes when session expires
|
2274
|
2022-04-16
|
eric
|
Bugfix: FBX is now able to load animations from separated file
Bugfix: procedure TInterpolatorDef<T>.NormalizeKeyTimeValues() fixed 1-key issue
Website: now showing correct licensing with description and logo
|
2273
|
2022-04-14
|
eric
|
DefTypes xml doc modified
unnecessary cginc files removed
Website: year number modified
|
2272
|
2022-04-13
|
eric
|
Bugfix: Dialogue System > Item.AssignTo missed to copy the character name, reversed reading of character and displayname
Bugfix: Installer need to install OpenSSL libs also
|
2266
|
2022-04-07
|
eric
|
Feature: RayStop property introduced
Doc: doc files updated
|
2264
|
2022-04-06
|
eric
|
Bugfix: fixed access violation on unsetting TGorillaModel sources/assetsmanager/package, ...
Bugfix: fixed access violation for TGorillaDeferredCompositeControl during destruction of the renderer
Bugfix: fixed access violation on clearing animation manager, while animations were still active
Feature: TGorillaVolumetricMesh now supports gamut shading with various settings
|
2263
|
2022-04-05
|
eric
|
Bugfix: AccessViolation on reading TGorillaModel from DFM with linked AssetsManager+Package+Source
> The AnimationManager shall not be destroyed
Bugfix: DCPOutput set in missing packages
Package: SourceCode files merged
|
2262
|
2022-04-05
|
eric
|
Bugfix: Bug search continued with AV on loading at runtime
|
2261
|
2022-04-04
|
eric
|
Bugfix: AnimationManager treatment in TGorillaModel incorrect
Bugfix: Package not cleared on notification
|
2260
|
2022-04-04
|
eric
|
Bugfix: Modifications for 10.1.1
Package: SourceCode merged
Package: 10.1.1 adopted to latest changes
|
2259
|
2022-04-03
|
eric
|
Package: source code merged
|
2258
|
2022-04-03
|
eric
|
Bugfix: Cameras + Lights loaded by TGorillaModel need to be set to Stored = false (otherwise multiple instances will be created at designtime)
Bugfix: AssetsManager logging disabled
|
2257
|
2022-04-03
|
eric
|
Bugfix: AssetsManager fixes continued
Bugfix: OnModify changed to OnModifyBefore + OnModifyAfter
Bugfix: GorillaLoadOptions window arranged
|
2256
|
2022-04-03
|
eric
|
Bugfix: AssetsManager memory issues during DesignTime, because IDE holds components with active zip-archive handles, this lead to corrupted archives! AssetsPackage handling completely refactored!!!
> NEEDS TO BE TESTED!
|
2255
|
2022-04-02
|
eric
|
Bugfix: Auto component renaming fixed
Bugfix: TProgressForm hangs under circumstances > solved by async Task execution
WARNING: now loading of packages fails
Bugfix: ModelViewer clearing in AssetsManagerFrame on changing asset
|
2252
|
2022-04-01
|
eric
|
Bugfix: AV if MatDef.Textures not assigned
|
2250
|
2022-04-01
|
eric
|
Feature: deactivated compressed textures feature (not working)
Bugfix: FBX loading normal mapping material failed in previous version
Bugfix: GLTF + X3D modified due to changes on multiple skeletons
Bugfix: TGorillaControl.SetName() tries 10-times to change name
|
2249
|
2022-03-31
|
eric
|
Bugfix: FBX Import now sets up a TFBXJointRefDef class instead of the default
The current version is a dirty fix, because some FBX files provide AnimationCurveNode KeyValues without joint transformation, while others included it -> this was currently solved by "KeyVer" but is not correct.
Bugfix: FBX Import writes now Skin.BindPoses instead of directly InvBindMatrix
Bugfix: TGorillaControl.SetName() now checks component name by "IsUniqueGlobalComponentName", or creates a new unique name
|
2248
|
2022-03-29
|
eric
|
Bugfix: UnifyInterpolators() for FBX models failed
|
2247
|
2022-03-28
|
eric
|
Bugfix: FBX TransformationMatrix computation fixed (only relevant parts should be integrated in computation)
Bugfix: FBX Texture filename not always stored in relative filename node, "media" node should also be read
|
2246
|
2022-03-25
|
eric
|
Bugfix: !!! Animation flickering fixed - TMatrix3D interpolation produced incorrect values - interpolation by array values is much faster and more stable
Bugfix: TAnimationHack updated with changes since v11.0.0
Feature: Multiple Skeleton JointReferences in Skin
Feature: ImportLights, ImportCameras flag for load options
Bugfix: DAE import fixed due to multiple skeletons per controller instance
Bugfix: BindShapeMatrix integrated in visual mesh
Feature: first stage of texture compression (still locked! - ALLOW_COMPRESSED_TEXTURES)
|
2238
|
2022-03-17
|
eric
|
Bugfix: PrefabMaker SetHitTest on model
Bugfix: Model handling fixed in AssetsManagerFrame
Bugfix: AssetsPackage closing before clearing
|
2237
|
2022-03-16
|
eric
|
Bugfix: AssetsManager archive handling optimized (not always closed correctly) -> still issues
Bugfix: Viewport.EditMode moved to public section and toolswin handling removed because of better intergreation by a component editor
Bugfix: "*.prefabz" added to assets manager
Bugfix: TProgressForm simplyfied
Bugfix: Compiler.bat extended to set compile_mode (Release/Debug)
Bugfix: Control3DTools button arrangement fixed
Bugfix: ModelViewer optimized/simplified
|
2236
|
2022-03-15
|
eric
|
Bugfix: TProgressForm now allows only a single instance, because of encapsulated calls
Bugfix: Viewport-Editor now opening by ComponentEditor for better updates
Bugfix: Viewport Rendering ignoring "Visible" state
Bugfix: AssetsManager: TTextureAsset now caches bitmap - freeing was removed
Bugfix: Camera.Def + Light.Def handling fixed
Bugfix: TGorillaControl.SetName() now produces unique name as alternative
Bugfix: TGorillaLoader.FindExistingAssetInPackage() - package refreshing if not loaded yet
Bugfix: PrefabImporter uses LoadOptionsForm on manual imports
Packages: added Gorilla.IDE.Viewport to all DesignTime projects
|
2235
|
2022-03-14
|
eric
|
Bugfix: AssetsStore.Designer.CreateComponent integration to update object inspector accurately
|
2234
|
2022-03-13
|
eric
|
Bugfix: OBJ clipping color activation
Bugfix: PrefabImporter with new dialogue to input meta data
|
2232
|
2022-03-13
|
eric
|
Bugfix: Viewport flickering when is a child of another component - contrairing to a viewport directly on a form
Bugfix: Version.bat now handles svn connection errors
|
2231
|
2022-03-13
|
eric
|
Bugfix: AssetsStoreForm missing name for imported asset
Bugfix: AssetsStoreForm temporary prefab destroyed after import
Bugfix: AssetsStoreForm with callout panel about too many imports
Bugfix: Dialogue XML format now stores/loads parameters also for characters
Bugfix: "Designer.Modified" call after ide dialogs
|
2229
|
2022-03-12
|
eric
|
Bugfix: DialogueSystem / InventorySystem fixes for DFM storage
Bugfix: Item.Position also stored in DFM
|
2228
|
2022-03-12
|
eric
|
Bugfix: DialogForm + InventoryForm TMainMenu changed to TMenuBar
Bugfix: DialogueSystem stores text, data and parameters in DFM format
Bugfix: InventorySystem stores name and paramters in DFM format
|
2225
|
2022-03-10
|
eric
|
Bugfix: DesignTime Package.Filename setting did not create new package file
Bugfix: AssetsStore image size changed to 128px
|
2216
|
2022-03-06
|
eric
|
Bugfix: Defines removed from package files (conflicting with different build variations
|
2206
|
2022-02-27
|
eric
|
Bugfix: binary loading was interrupted from prefab because source not set
Bugfix: IDE dialogs created without application reference
Bugfix: shopping form introduced with promocode/voucher
Bugfix: api.g3d.de/voucher
|
2196
|
2022-02-20
|
eric
|
Bugfix: IDE dialogs for dialogue and inventory system added
Bugfix: G3D Installer fixed to extract package an register *.dcu files, because compilation will not work only with *.dcp
Bugfix: Invoices-Page show button instead of download to generate invoice, if not exists
|
2193
|
2022-02-20
|
eric
|
Bugfix: TGorillaAssetsPackage.Filename with variable support, f.e. "{HOME},{PUBLIC},{DOCS},{SHARED_DOCS},..."
Bugfix: TGorillaViewport with DesignTimer at design mode to update regularly
Bugfix: "TGorillaAnimationManager.CurrentAnimationName" introduced instead of "TGorillaAnimationManager.CurrentAnimation", because TGorillaAnimation references are not available
Bugfix: TModelDef.MetaData not stored correctly
Bugfix: GLSL Shader refactored varying struct type from "__INOUT__" to "TVaryingStruct" because AMD Radeon GPUs complained about reserved word
Bugfix: AssetsStore window now loads prefabs into separated TGorillaGroup components
Cleanup: unneeded vars removed
|
2183
|
2022-02-18
|
eric
|
Feature: TMetaDef/TModelMetaDef introduced to store data like title, descr, author, license, ...
Bugifx: Sketchfab loader fixed regarding auto loading of license.txt if exists
Bugfix: PrefabMaker extended to configure texture-limits and adjust model
|
2181
|
2022-02-17
|
eric
|
Feature: PrefabMaker/PrefabImporter introduced to build prefabs for the assetsstore
Feature: TGorillaModel.License introduced + UpdateBinaryData() method to refresh those
Bugfix: Sketchfab loader adjusted to suit the needs for prefab maker
Bugfix: website TFileShare/TPrefab with create/exists/update methods + upload script for uploading prefabs
|
2172
|
2022-02-13
|
eric
|
Feature: *.prefabz supported for zipped prefab files
Bugfix: AssetsStore implemented api support
Bugfix: DialogueDesignerFrame fixed
|
2161
|
2022-02-07
|
eric
|
Bugfix: Security fixes for api/token
Bugfix: token expiration introduced
Bugfix: "package"/"file" request modified > now only for logged in users
Feature: IDE DialogueDesigner introduced
|
2159
|
2022-02-06
|
eric
|
Bugfix: AssetsManagerForm with menu bar
Bugfix: Control3DTools is now able to handle multiple objects
Feature: AssetsStoreFrame started (not finished) > we shall be able to load prefabs from internet
|
2158
|
2022-02-06
|
eric
|
Bugfix: Control3DToolsFrame introduced and extracted from ModelViewerFrame, to allow showing
|
2146
|
2022-01-31
|
eric
|
Tools: New installer tool
|
2145
|
2022-01-31
|
eric
|
Bugfix: Flickering rendering if top-offset for viewport is given
Bugfix: LockRendering property to stop rendering on demand
Bugfix: TGorillaGridMaterial fixed for better rendering
Bugfix: TransitionFrame fixed for animation switching
Feature: TGorillaAnimation.Id to retrieve the internal animation id as it was registered
Feature: ModelViewerFrame with auto-adjust mode for models
|
2144
|
2022-01-30
|
eric
|
Bugfix: AnimationController Transitionseditor optimized for IDE
|
2143
|
2022-01-29
|
eric
|
Bugfix: TGorillaAnimation component supressed from storing in DFM data
|
2142
|
2022-01-28
|
eric
|
|
2141
|
2022-01-27
|
eric
|
Bugfix: TLoadOptionsForm now with (Add/Remove Animation Buttons)
Bugfix: TGorillaMesh draws yellow box around itself at designtime
Bugfix: DesignTimePackage > AssetsManagerPackage Editing + Transition Editing
> need to be optimized
Bugfix: Packages modified > IMPLICITBUILD OFF (colliding with DesignTime package integration)
|
2140
|
2022-01-26
|
eric
|
Bugfix: Warning message on loading animations onto an embedded model
Bugfix: ImportFromAnimationsLib() fixed for Blender changes => they now put animations inside of an animation container
Feature: TGorillaLoadOptions dialog extended with possibility to add implicit animation loadup
Feature: DesignCameraPosition/DesignCameraRotation properties in viewport added
Feature: DesignTime editors added for separated package
|
2139
|
2022-01-25
|
eric
|
Bugfix: Viewport now stores the designcamera-target position
Demo: FrustumCulling demo ego-test implemented
|
2138
|
2022-01-25
|
eric
|
Bugfix: RenderPassController with property to overwrite backgroundcolor or by default using backgroundcolor from linked viewport
Bugfix: ToolsWindow optional
|
2137
|
2022-01-25
|
eric
|
Fix: missing ToolsWindow added
|
2135
|
2022-01-25
|
eric
|
Feature: IDE Viewport Interaction continued, but still problems with IDE blocking mouse events
|
2134
|
2022-01-17
|
eric
|
Feature: EditMode implementation continued, problems with overwriting IDE behaviour
|
2133
|
2022-01-16
|
eric
|
Test: DesignTime Camera controlling
|
2132
|
2022-01-16
|
eric
|
UPDATE: License year updated to 2022
|
2129
|
2022-01-15
|
eric
|
Bugfix: loading from DFM with linked AssetsManager & package needs to depend on the PackageName instead of the AssetsManager-Reference because of unclear loading-order
|
2128
|
2022-01-12
|
eric
|
Bugfix: TGorillaModel SetSource crashed on unsetting property value
|
2127
|
2022-01-12
|
eric
|
Bugfix: Reflection RenderPass not compatible anymore with frustum culling
Bugfix: DesignTime conflicting components removed in registration
Bugfix: Changing TGorillaModel.Source at DesignTime crashed
Bugfix: DefaultMaterial changed from TimerService to TStopWatch with more stable result
Bugfix: WaterMaterial normalized WaveSize & WaveSpeed for more intuitive editing
|
2126
|
2021-12-30
|
eric
|
Bugfix: BroadPhase.Update() needs to be protected, because PhysicsCharacterController crashes on async mode
Bugfix: further modifications on design-time loading from assets package
|
2125
|
2021-12-29
|
eric
|
Bugfix: GetBoundingBox computation for oriented TGorillaMesh objects not correct
1) transformation was applied to the min/max-vectors instead of corner vectors
2) unexpected different behaviour of TPoint3D(TVector3D) and TVector3D.ToPoint3D()
3) normalization of resulting bounding box sometimes necessary
|
2124
|
2021-12-28
|
eric
|
Bugfix: Camera-Frustum demo is now correct, but viewport adoption not!
|
2123
|
2021-12-23
|
eric
|
Bugfix: FrustumCulling with AABB detection > still buggy on camera looking straight downwards (0, 1, 0)
> FrustumDemo modified for better debugging
|
2122
|
2021-12-17
|
eric
|
Bugfix: DesignTime AssetsPackage connection with TGorillaModel > runtime exception still occurs and TGorillaAnimation components are still stored in dfm
|
2121
|
2021-12-16
|
eric
|
Bugfix: RemoveCollider() crashes because body was already removed
|
2120
|
2021-12-12
|
eric
|
Bugfix: VolumetricMesh modified to latest changes in WBOIT weighting
Bugfix: VolumetricMesh Overlay texture now placed correctly (this is not a transfer function!)
|
2119
|
2021-12-12
|
eric
|
Demos: WBOIT changes led to modifications in some demos
|
2118
|
2021-12-12
|
eric
|
Bugfix: overlayed particle effect blending fixed
> therefor we modified blending of rendertarget#1(alpha)
> removed translucent distance usage (automatically computed by _EyePos.z)
> fire + smoke particle effects are no longer affected by light
|
2117
|
2021-12-09
|
eric
|
Bugfix: Viewport rendering needs absoluterect instead of localrect
|
2116
|
2021-12-09
|
eric
|
Bugfix: Special treatment for fixed framerate rendering
|
2115
|
2021-12-09
|
eric
|
Bugfix: Optimized fixed rendering > now it really renders in time by thread execution
Bugfix: Time management optimized in DefaultMaterial (stuttered rendering previously by TStopwatch inaccurate)
Bugfix: Environment Rendering > fixed camera rotation + projection matrix override in renderpass for correct adjustment
TCustomContextOpenGL.SetProjectionMatrix() introduced
Bugfix: WaterShader.WaveSize now better configurable by realistic values (default is now 1.0)
Bugfix: Q3.BroadPhase.Update without locking - more safe, but very slow in physics computation
|
2114
|
2021-12-08
|
eric
|
Bugfix: it's not possible to render without the fmx event loop interaction correctly, this costs some FPS, but at least 60FPS for rendering viewport 3D elements are possible
|
2113
|
2021-12-05
|
eric
|
Bugfix: FixedFramerate Rendering now works with InputController/CharacterControllers
|
2112
|
2021-11-30
|
eric
|
Bugfix: Effect rendering now working again with fixed framerate rendering
|
2110
|
2021-11-29
|
eric
|
Bugfix: Instance-Rendering on Android platform fixed
|
2109
|
2021-11-29
|
eric
|
Bugfix: InstancedDrawing in context cleaned up, TGorillaMesh more accurate array access, DefaultMaterial adds a single instance if FMX 3D objects are used on default material
Bugfix: glBindAttribLocation("a_ModelMatrix") as array not working on all GPUs
Bugfix: EnvironmapRenderPass adjust mapsize to 2^x values
|
2108
|
2021-11-28
|
eric
|
Bugfix: instance rendering changes adopted for layers
Bugfix: instance rendering changes adopted for grid
Bugfix: instance rendering problems on none-cached mesh data
|
2107
|
2021-11-28
|
eric
|
Feature: Instance-Rendering for TGorillaMesh introduced
Simply call <TGorillaMesh>.AddInstance(TMatrix3D.CreateTranslation(Point3D(1, 2, 1)));
to add a render instance (only transformation will be reminded when rendering
We now use "a_ModelMatrix" attribute (instance specific) inside of the vertex shader instead of pre-computed matrices _ModelMatrix and _ModelViewProjectionMatrix
|
2106
|
2021-11-26
|
eric
|
Bugfix: PhysicsCharacterController > Crouching/Crawling now adjusts collider
Bugfix: PhysicsCharacterController reminds now dynamic body mass for pushing
Feature: CharacterController > new states: fpRotating, fpRotateMoving added
|
2105
|
2021-11-26
|
eric
|
Bugfix: water ripples optimized, ripple computation shall be done after texcoords distortion happened
Feature: WaterShader now allows an uv outputlayer for better debugging
|
2104
|
2021-11-25
|
eric
|
Bugfix: PhysicsCharacterController glitch while moving below a surface pushes the character above
Bugfix: PhysicsCharacterController better, but still not perfect jumping mechanism
|
2103
|
2021-11-25
|
eric
|
Bugfix: PhysicsCharacterController - stuttering/jitterish movement optimized
|
2102
|
2021-11-24
|
eric
|
Bugfix: PhysicsCharacterController fixed for better movement (still jittering!)
|
2101
|
2021-11-19
|
eric
|
Bugfix: Capsule Collider with better collision detection for capsule-capsule and capsule-box
|
2100
|
2021-11-17
|
eric
|
Bugfix: better capsule collision detection
+ now new problems occurred - jitterish movement
+ slop values not working
|
2099
|
2021-11-16
|
eric
|
Bugfix: Capsule Collider now renders faster with spheres and cylinder
Test: Capsule Collider Tests
|
2098
|
2021-11-16
|
eric
|
Bugfix: Q3 Physics Capsule Collider now renders spheres and cylinder instead of only bounding box (better for debugging)
|
2097
|
2021-11-16
|
eric
|
Feature: TGorillaAssetsPackage now provides a published property "Filename" to load a package at designtime (incl. progress dialog)
|
2096
|
2021-11-15
|
eric
|
Bugfix: PhysicsCharacterController using direction in raycasting for better projection
|
2095
|
2021-11-15
|
eric
|
Bugfix: PhysicsSystem not completely threadsafe due to the latest changes in PhysicsCharacterController
Bugfix: Better handling in PhysicsCharacterController
|
2094
|
2021-11-15
|
eric
|
Bugfix: unset FController reference crashed InputHandler
Bugfix: MouseInputHandler locked and slowed down debugging
Optimize: instead Sleep() call we now use Yield() to switch threads, this leads to much better results
|
2093
|
2021-11-14
|
eric
|
Bugfix: PhysicsCharacterController handling on overlayed walking levels
Optimize: WaterShader skipping ripple computation earlier if there are no ripple
|
2092
|
2021-11-12
|
eric
|
Bugfix: at DesignTime fixed framerate rendering not possible
|
2091
|
2021-11-12
|
eric
|
Bugfix: Fixed FrameRate Rendering conflicted with mouse interaction and FMX controls inside or outside the viewport
We now render by PaintRects() instead of PaintInternal. This is much slower but correct
|
2090
|
2021-11-12
|
eric
|
Bugfix: TGorillaTimer FPS computation fixed
Bugfix: better fixed rendering mechanism
Optimize: DefaultMaterial: TimeInfo values no longer from timerservice
Optimize: WaterMaterial: TimeInfo values no longer from timerservice
|
2089
|
2021-11-12
|
eric
|
BUGFIX: Fixed Framerate Rendering on Windows and Android
+ TGorillaTimer has now higher priority for better performance on Windows platform
+ On Android real fixed framerate not possible with FMX currently
|
2088
|
2021-11-12
|
eric
|
Bugfix: fixed framerate rendering (still not perfect!)
|
2087
|
2021-11-11
|
eric
|
Feature: FixedFrameRate Rendering started (not working yet)
Demo: PrefabDemo added 2 more prefabs for testing various setups
|
2086
|
2021-11-11
|
eric
|
Bugfix: TGorillaLayer3D throws exception on Android due to missing bitmap initialization with size
|
2085
|
2021-11-11
|
eric
|
Bugfix: empty TGorillaModel at DesignTime throws read error, due to mistakes in DFM file
|
2084
|
2021-11-11
|
eric
|
BUGFIX: ANDROID
TPixelFormatExHelper.CompatibleFormat() detects now correctly the corresponding basis format, if component format is incompatible
Because we store InternalFormat / Format in DFM files to restore the correct texture format after loading, BGRA was loaded under Android
This led to incompatible texture format settings and ended in a black texture
Bugfix: TModelDef.TryGetTextureAsset
on Android path comparison failed due to directory separators in field values, needed to be normalized
|
2083
|
2021-11-11
|
eric
|
Bugfix: TGorillaLayer3D check if bitmap can be found
Feature: helper function TComponentHelper.FindComponentDeepSearchByClass() introduced
|
2082
|
2021-11-11
|
eric
|
Bugfix: TGorillaModel.TextureCache read from DFM
Bugfix: TextureCache applied to TModelDef
Bugfix: TGorillaTextureAsset is now able to hold a cached bitmap instance, due to loading from DFM files
|
2081
|
2021-11-10
|
eric
|
Feature: Gorilla.Utils.Dialogs introduced for general user dialogs like: TProgressForm, TLoggingForm (replaces TGorillaShaderFailureForm) or TLoadOptionsForm
Bugfix: TPixelFormatExHelper.CompatibleFormat implemented to fix loading from DFM > this leads to problems on android, because windows stores textures as BGRA + RGBA8 > we need to lookup up the suitable base-format on inconsistency
Feature: TextureCache implemented for TGorillaModel, which allows to load models incl. their textures from binary data (not finished!)
Feature: TLoadOptionsForm introduced to query user for option settings at design time
|
2080
|
2021-11-09
|
eric
|
Feature: Model read/write of BinaryData (as G3D) > this allows model storage at design time (testing needed!)
Bug: TGorillaRenderPassDeferredComposite is stored as component in prefabs!
Bugfix: TGorillaAnimation.Stored := false
|
2079
|
2021-11-09
|
eric
|
Bugfix: LOCALS fields renamed from LOCALS.l_* to LOCALS.*
Bugfix: Shader-Failure window now shows the material component name and the class name
Bugfix: TGorillaModel.Source is now TFileName for better DesignTime support
Bugfix: Getter/Setter for TGorillaModel.AssetsManager, TGorillaModel.PackageName, TGorillaModel.Source + resolving package on setting those
|
2077
|
2021-11-08
|
eric
|
Bugfix: Format conversion mistake RGB10_A2 > GL_RGBA
Bugfix: Layer3D.AfterConstruction() call not needed
|
2076
|
2021-11-08
|
eric
|
Bugfix: AddRipple methods
Bugfix: Ripples also need to modify refl-/refr-texcoords
|
2075
|
2021-11-06
|
eric
|
Bugfix: Linear min/mag filter as default for TGorillaTexture, TGorillaTexturePoolEntry and TGorillaBitmapPoolEntry
Feature: configurable ripple computation added in water fragment shader
|
2074
|
2021-11-06
|
eric
|
Bugfix: reflection coords defect after refactoring locals in shaders
|
2073
|
2021-11-05
|
eric
|
Bugfix: Shader Failures at designtime are now shown in a more useful toolwindow
Bugfix: custom shaders > "INPUTS" param renamed to "DATA"
Bugfix: DefaultMaterial new published property "MeasureTime"
|
2072
|
2021-11-05
|
eric
|
Bugfix: VolumetricNoise refactored to VolumetricMesh > noise computation not working yet
|
2071
|
2021-11-05
|
eric
|
Feature: Default VertexShader refactored with LOCALS structure
Feature: VertexShader/SurfaceShader SourceCode programmable at DesignTime by published properties accessing nodes directly to replace source code
|
2070
|
2021-11-05
|
eric
|
Feature: DefaultMaterial GLSLShader > Local variables moved to TLocals struct "LOCALS.<LOCAL_VAR>" for later SurfaceShader() function implementation
Bugfix: PhysicsCharacterController shutdown exception fixed
|
2069
|
2021-11-04
|
eric
|
Bugfix: further notification handling for component for better designtime support
> RenderPassController.IgnoredControls, Billboard.SourceObjects, CVLODTerrain, TGorillaVolumetricMesh, TGorillaLayeredMaterialSource,
TGorillaParticleEmitter, TGorillaParticleInfluencer, TGorillaPhysicsColliderPrefabs, TGorillaPathfindingAlgorithm
|
2068
|
2021-11-04
|
eric
|
Bugfix: Notification on destruction causes exception in render pass controller
|
2067
|
2021-11-04
|
eric
|
Bugfix: WaterShader now applies ReflectionPower/RefractionPower
Bugfix: WaterShader now allows separated tiling settings for DisplacementMap, DUDV|Normal|Specular + Foam-Texture
Bugfix: WaterShader now supports FoamDirection, FoamIntensity settings
Bugfix: WaterShader constants for the loaded textures WATER_TEX_DUDV, WATER_TEX_FOAM, ...
here TGorillaGLSLConstant/TGorillaGLSLConstantValue node introduced
Optimize: WaterShader computation of distorted texture coordinates moved to function
Assets: complete water shader textures added
|
2066
|
2021-11-03
|
eric
|
Bugfix: Further modifications regarding AfterConstruction() and Notification() calls
should prevent access violations occurring while designtime / runtime usage
Bugfix: TGorillaBitmapPoolEntry BorderColor added
|
2065
|
2021-11-03
|
eric
|
Bugfix: Loaded() call replaced by AfterConstruction() for better designtime component loadup (missing field values causing problems)
|
2064
|
2021-11-03
|
eric
|
Bugfix: DefineProperties.HasData was set to false and didn't store those new values
|
2063
|
2021-11-02
|
eric
|
Bugfix: WaterShader textures do not set TextureWrapping and MinMagFilters correctly
|
2062
|
2021-11-01
|
eric
|
Bugfix: Package compilation fixed + Water DesignTimer interval reduced for better development
|
2061
|
2021-11-01
|
eric
|
Bugfix: WrapS, WrapT, WrapR, MinFilter, MagFilter settings are now stored for TGorillaBitmapPoolEntry
Bugfix: WaterMaterialSource DesignTime handling optimized > loaded textures lost their wrapping settings on reload
Optimize: WaterShader now uses 0.05 values by default for WaveSize/WaveSpeed
|
2060
|
2021-11-01
|
eric
|
Feature: Storing published record properties like TPoint3D, TVector3D, TAlphaColorF, ... in DFM format introduced
Bugfix: TGorillaRenderPassController modified for better design time usage
Bugfix: TGorillaReflectionRenderPass modified for better design time usage
Bugfix: TGorillaRefractionRenderPass modified for better design time usage
Bugfix: TGorillaVolumetricMesh modified for better designtime usage
Demo: Bugfix for Water.prefab file (missing Iterations and other properties)
|
2059
|
2021-10-31
|
eric
|
Bugfix: Prefab > DoOnFindComponentInstance() callback to find surrounding elements
Bugfix: Refraction/Reflection RenderPass DesignTime loadup problems (still not fixed!)
|
2058
|
2021-10-31
|
eric
|
Bugfix: water distortedTexCoords computation optimized > more accurate now
Bugfix: water OutputLayer management moved in shader for realtime value output, instead of texture value output
Bugfix: IgnoredControls still causing AV at designtime
|
2057
|
2021-10-31
|
eric
|
Bugfix: TGorillaTextureBitmap.Assign() + TGorillaTexture.Assign() ignored for self-assignment
Bugfix: FIgnoredControls collection not existing after loadup
Bugfix: FBX > further unknown CurveNodeInterpolator types detected and ignored
|
2056
|
2021-10-31
|
eric
|
Bugfix: TGorillaIgnoredControls collection introduced for render pass controllers to allow design time settings
Bugfix: Dirty Android NormalMap orientation due to incompatible pixelformat by FMX
Bugfix: ProtectSettings parameter introduced for DoAddOrUpdateBitmapToPool() method to protect settings explicitly instead of implicit comparison with default format
|
2055
|
2021-10-28
|
eric
|
STABLE: ANDROID RUNNING WITH DELPHI 11.0 + x86/x64
|
2054
|
2021-10-28
|
eric
|
Bugfix: ANDROID RENDERING FIXED, tested for MaterialsDemo, TransparencyDemo, VolumentricRenderingDemo, MultiForm (windows open only on second try!), GorillaScriptDemo, TechDemo1 (on Win32 still working)
> due to cleaning up blending handling, the FMX UI Controls blending was illegal
> DefaultBlending + GlobalBlending for FMX UI Control rendering introduced
> ONE_MINUS_SRC_ALPHA is needed for rendering correctly! You can request this setting by TBlendSetting.CreateForFMX()
> Tested Device: NVIDIA Shield Android 7
|
2053
|
2021-10-27
|
eric
|
Bugfix: GL_UNPACK_SWAP_BYTES + GL_UNPACK_LSB_FIRST flag requests causing error on Android
|
2052
|
2021-10-27
|
eric
|
Bugfix: Reduced OpenGLES shader version to 3.1 for min. Android 5.0 (API level 21) -> resulting in more supported devices
|
2051
|
2021-10-27
|
eric
|
Bugfix: VolumetricMesh Shader needed precision setting for android rendering (otherwise not rendered!)
|
2050
|
2021-10-27
|
eric
|
Bugfix: Cleaned up blending management, led to problems under Android (white rendering)
SetContextState(TContextState.csAlphaBlendOn/Off) removed due to duplicated glEnable/glDisable calls
|
2049
|
2021-10-23
|
eric
|
Optimize: ShaderVersion declaration simplified
Optimize: Blending modes simplified (not working with Android yet)
DoSetBlendFunc(), DoSetBlendEquation(), DoSetBlendFuncByIndex(), DoSetBlendEquationByIndex(),
DoSetBlendFuncSeparateByIndex(), DoSetBlendEquationSeparateByIndex(), SetBlendFunc(),
SetBlendEquation(), SetBlendFuncByIndex(), SetBlendEquationByIndex() removed
> lead to various problems with incomplete settings
Bugfix: TCustomContextOpenGL.GetVersion() supported now for Android
Feature: TCustomContextOpenGL.MaxDrawBuffers() introduced
Bugfix: TBlendSetting extended field "AlphaFunc" for separated setting
|
2048
|
2021-10-19
|
eric
|
Bugfix: Gorilla.Context.Version introduced for better OpenGL(ES) version management
|
2046
|
2021-10-15
|
eric
|
Feature: FMX.OS now supports path request functions like TOS.GetHomePath(), TOS.GetDocumentsPath()...
|
2045
|
2021-10-14
|
eric
|
Bugfix: GorillaScript > modifications for enumerations, also applied to sets for auto-cast with ordinals
> we need to handle enums/sets as ordinals to support auto-typecasts
Bugfix: TGorillaColliderSettings.Create changed to class function, because currently calling a record-constructor in 10.4.2 is not possible
|
2044
|
2021-10-14
|
eric
|
Bugfix: TGorillaPhysicsSystem now by default HitTest := false;
Bugfix: default ByteCode for enums is now GS_BC_ENUM instead of GS_BC_UNDEFINED
Bugfix: Gorilla3DScript Demo now imports the new missing components from game package (also some missing enums and structs were added)
|
2043
|
2021-10-12
|
eric
|
Bugfix: Gorilla script > "TPoint3D.Create(0, -1, -10)" lead to expression list exception, because of too many operator entities inside of (...)
Bugfix: Gorilla script > TCamera, TLight added as class type to apply to viewport component
Bugfix: "Gorilla3DTest.App.pas" changed to set Viewport.Camera + Viewport.UsingDesignCamera
|
2042
|
2021-10-12
|
eric
|
Bugfix: Gorilla.Script executor failed to apply set value for TGorillaInputDeviceTypes on native property
Bugfix: latest components added to libraries, TLightType registered, TGorillaInputDeviceTypes registered
|
2041
|
2021-10-12
|
eric
|
Bugfix: Complex Scripting with Interface fixed AccessViolation + Compiler Error, fixed library inclusion errors
> GorillaTest + Gorilla3DTest worked so far (instead of GetVersion() output and shutdown exception)
Bugfix: AssetsManagerFrame added missing SKP.Loader
|
2040
|
2021-10-02
|
eric
|
Feature: AssetsManagerFrame showing now a popup window on long process (TProgressForm)
Feature: TOnPackageEvent introduced in TGorillaAssetsPackage to have a callback for modifications
Bugfix: AssetsManagerFrame ExtractFileExt().ToLower()
|
2039
|
2021-10-02
|
eric
|
Bugfix: Delphi 11.0 failed on loading PLY files, due to TStreamReader changes in RTL
type of BufferedData was changed
Bugfix: On loading models into a package, we need to create an asset before adding textures
> only then texture assets will be added into MODEL\TEXTURES sub-directory
Bugfix: AssetsManagerFrame was not able to handle "<model>.bake.ply" filenames to open
Bugfix: ModelViewerFrame now ResetsComponents() on changing the model
|
2037
|
2021-10-01
|
eric
|
Feature: Gorilla.Material.Grid added to all packages as default material
|
2036
|
2021-10-01
|
eric
|
Bugfix: missing Gorilla.inc include in materials added
Feature: TGorillaGridMaterialSource added
Bugfix: ModelViewer now shows a plane with GridMaterial instead of a grid component (needs long time to setup)
|
2035
|
2021-09-30
|
eric
|
Bugfix: autogenerated AssetsPackage in AssetsManager without groups leads to errors on import
Bugfix: EGorillaAssetsException with wrong parameter format
|
2034
|
2021-09-30
|
eric
|
Bugfix: AssetsManager fixed after zip problems were fixed in Delphi 11.0
Cleanup: unused variables removed
|
2033
|
2021-09-30
|
eric
|
Bugfix: Delphi 11.0 zip component fixed and not compatible anymore with our System.Zip2 fixes (removed for newer compilers)
|
2032
|
2021-09-29
|
eric
|
Bugfix: multiple FileTypes instances lead to unregistered model file extensions
|
2031
|
2021-09-29
|
eric
|
Bugfix: AssetsManager missing file extensions to open dialog added, splitter position corrected, ModelViewer PreviewFromFile fixed,
FindAssetByArchivePath() introduced to find existing assets by the archive path, ModelViewerPanel fixed loading from existing assetsmanager package
Feature: v1.2 AssetsManager introduced SkillSystem files
|
2028
|
2021-09-22
|
eric
|
Feature: SkillSystem now allows OwnerSwapping if only single owners are allowed
> Assign routines fixed
|
2027
|
2021-09-22
|
eric
|
Bugfix: Shutting down SkillDesigner fails after saving - UnlockList() missing in ProcessThread
Bugfix: After Group/Skill unification UI elements not working properly anymore
|
2026
|
2021-09-22
|
eric
|
Bugfix: UI Skillsystem flow chart now supports removing skills/groups
Skill entities are now group entities to allow sub-skills
Feature: Skillsystem now supports multiple sub-skills instead of a linear skill chain.
This was necessary to support more complex scenarios
XML format changed - elder format not supported anymore
Auto-Leveling-Up to a specific sub-skill directly or by process
|
2025
|
2021-09-22
|
eric
|
Bugfix: editor frame fixed in SkillSystemDesigner, now opens in client-alignment, translation frame added, name display in treeview, OnEdit callback event added to flow chart editor
Bugfix: TGorillaLanguageMap Assign routine added
|
2023
|
2021-09-10
|
eric
|
Bugfix: IDE v11.0 Android platform unit modified - android compatibility reestablished
|
2018
|
2021-09-10
|
eric
|
Bugfix: 11.0 fixed DoBeginScene(), const parameter removed
|
2017
|
2021-09-09
|
eric
|
Bugfix: DAE loading with <polygons> tag - TVertexID was not cleared - leading to AV
|
2016
|
2021-09-08
|
eric
|
Bugfix: OBJ import on win x64 platform sometimes defect due to missing clear vertex hashes
Bugfix: Humanoid crashes on animation if Mesh.VertexJoints are empty
|
2014
|
2021-09-07
|
eric
|
Feature: WaterShader now allows to configure diffuse mixing power on refraction channel
|
2013
|
2021-09-07
|
eric
|
Feature: CharacterController with new properties for internal animations (jump, crouch, crawl)
Bugfix: LPrevState removed, because it restored states like jumping, even they were removed inside of another state
Bugfix: CharacterHeight fixed by adjusting to assigned model
Bugfix: better raycast jumping - not possible to jump onto objects yet
|
2012
|
2021-09-06
|
eric
|
Bugfix: missing TQ3MeshCollider.Raycast() implemented
Bugfix: TGorillaPhysicsCharacterController now performs raycast on physics world (no more duplicated BVH for terrain mesh)
|
2011
|
2021-09-05
|
eric
|
Bugfix: TQ3Scene.RemoveBody on none existing body
Feature: WaterMaterial with timer on designtime to update shader in IDE
|
2009
|
2021-09-03
|
eric
|
Bugfix: DAE model > referring default material failed, because AMesh.Material not assigned
|
2008
|
2021-09-03
|
eric
|
Bugfix: Inventory is not able to find images, if loaded from different location. We now store the original path to give it a try.
Demo: Inventory Demo modified
|
2006
|
2021-09-03
|
eric
|
Bugfix: SeparatedBlending support for color and alpha -> f.e. "Position" render target needs different blending for alpha/w channel and rgb/xyz channels
Bugfix: WaterShader fixed due to the latest changes
|
2005
|
2021-08-29
|
eric
|
Bugfix: Water shader adoption to the latest render-pipeline changes (containing depth bug)
> o_Position now stores transformed vertex pos, instead of view transformed vertex pos!
|
2004
|
2021-08-27
|
eric
|
Bugfix: Android compatibility restored since latest UBO modifications
Bugfix: PhysicsCharacterController implementation by raycasting instead of full physics implementation
Feature: First ScreenSpaceReflection tests
|
2003
|
2021-08-26
|
eric
|
Bugfix: all default shader materials were the same, due to reused equal shaderprogram names
> this was a bad & evil hidden bug
> now refactored UBO handling works fine!
|
2002
|
2021-08-25
|
eric
|
Bugfix: TShaderProgram.PushUniformBuffers() optimized
Bugfix: Formatting fixed for Blinn-Material
Demo: PhongMaterialDemo modified for testing multiple ubo's
|
2001
|
2021-08-25
|
eric
|
Bugfix: Multiple UBO management bugfixed, but in some scenarios still incorrect (TUserMesh demo with wrong transformation)
|
2000
|
2021-08-24
|
eric
|
CAUTION: This revision is not working completely yet!
We refactored usage of uniform buffers to allow multiple structures and much easier
Also Uniformbuffers will then be connected directly to the shader program, instead of managing inside of the material
|
1999
|
2021-08-24
|
eric
|
Feature: Support for user-specific uniform buffers in default shader
> TGorillaGLSLUBO as basic node for setting up a uniform buffer in shader
> TUniformBufferStruct introduced + various routines to manage registration, f.e. RegisterLocalUniformBuffer, UnregisterLocalUniformBufferByName
> CAUTION: this is still experimental! Because binding point is a global counter - we need a better solution for multiple materials
> test implementation for water shader
|
1998
|
2021-08-13
|
eric
|
Bugfix: PhysicsCharacterController > fixed crouching/crawling adjustment in raycasting mode
Bugfix: PhysicsCharacterController > Direct character adjustment on activation, so it do not stand in the air anymore
Feature: ThirdPersonController with configurable camera z-axis limit and mousewheelspeed
Feature: CharacterController with configurable x-axis and y-axis camera rotation limits
|
1997
|
2021-08-13
|
eric
|
Bugfix: PhysicsCharacterController fixed dynamic collision, jumping, crouching, ... and idle adjustment still missing (pseudo gravity)
|
1996
|
2021-08-12
|
eric
|
Bugfix: PhysicsCharacterController continued RayCasting implementation > collision detection for kinematic collider implemented > already working with terrain, spheres and box-walls
TODO: jumping, adjustment when falling down (gravity handling)
Bugfix: CapsulerCollider was not rendered correctly
|
1995
|
2021-08-11
|
eric
|
Bugfix: PhysicsCharacterController better collision handling, but still not perfect
|
1994
|
2021-08-11
|
eric
|
Bugfix: PhysicsCharacterController modified with RayCasting mode for better stable movement
> not finished yet! - collision-tests need to be performed manually, because controller is no longer a dynamic collider
Feature: Q3 Physics Scene.EnumerateBodies() introduced to enumerate with specific behaviour (currently used by PhysicsCharacterController)
|
1993
|
2021-08-11
|
eric
|
Bugfix: EnviromentMapping fixed aspect ratio (needs to be 1.0)
|
1992
|
2021-08-11
|
eric
|
Feature: TCompositeRenderer.TranslucentDistance allows to control distance value in translucent render depending on your scene (values between 1.0 - 10000.0 allowed)
Bugfix: ParticleMaterial now publishes UseLighting property
Cleanup: GeometryPass integration in DefaultMaterial removed, because Faketracing not working properly at the moment and produces lag of performance -> can be reactivated by compiler directive ALLOW_MATERIAL_FAKETRACING
|
1991
|
2021-08-10
|
eric
|
Feature: Support for 11.0+ Olympus started - first demos running
|
1990
|
2021-08-10
|
eric
|
Bugfix: Environment Cubemap > was always rendered in 128x128
Bugfix: Environment Cubemap > view on front side was not correct
Bugfix: "EnvironmentPower" property removed, better to control by ReflectionPower and RefractionPower
Feature: EnvironmentMap is now capable to render also refraction
|
1989
|
2021-08-10
|
eric
|
Bugfix: Gorilla.Controller.Passes.Environment added to packages and component registered
Bugfix: Texture0 problem when activating on DesignTime
|
1988
|
2021-08-10
|
eric
|
Feature: DefaultMaterial embedded textures can now be defined as Texture2D, Texture3D or CubeMap
Feature: Environment mapping implemented - can now be activated in a TGorillaDefaultMaterialSource: Set "Environment = true", "ReflectionPower > 0" and EnvironmentPass = TGorillaRenderPassEnvironment instance
|
1987
|
2021-08-10
|
eric
|
Bugfix: FrameBufferObject.AttachTexture failed if cubemap texture was applied as render target
Bugfix: TGorillaCubeMapTextureBitmap component fixed to real usage - DoCreateCubeMapFaces() will now be called automatically
Feature: Environment RenderPass introduced - we will use this in future for environment mapping
|
1986
|
2021-08-09
|
eric
|
Bugfix: Multiple spotlights attenuation problem solved - if multiple spotlights were used only the last light spot was visible, because attenuation value was overwritten
|
1985
|
2021-08-08
|
eric
|
Bugfix: ParticleMaterial needs to use UseVertexColor property instead of setting defines itself
Bugfix: Setting PhysicsSystem.Async from TRUE to FALSE leads to exception if thread was not started
|
1984
|
2021-08-08
|
eric
|
Bugfix: UseVertexColor flag was set in MaterialKind.Color mode, but should only be set in MaterialKind.VertexColor mode
|
1983
|
2021-08-08
|
eric
|
Bugfix: TGorillaTextureAsset exception on shutdown, because modeldef also destroys texture assets - now only standalone assets are destroyed
Bugfix: PhysicsCharacterController now updates its physics by Render() method and not on property change (problems during designtime)
Bugfix: TGorillaPhysicsColliderPrefab.AssignTo introduced instead of Assign() due to designtime usage
Bugfix: PhysicsSystem.Update() called twice at async mode
|
1982
|
2021-08-08
|
eric
|
Bugfix: ParticleMaterial exception on activating "UseTexture" > did not initialize Texturing and Texture0 flags
Bugfix: Physics engine active property did not worked with none-async mode anymore
Bugfix: linebreaks were removed by source compare tool in physics q3 files (restored)
Bugfix: Physics Step() method do not need ADeltaTime parameter, but was missed in async method - did not compute delta time on each interval
Bugfix: TSimpleInventoryGroup, TSimpleInventoryCollectedItem and TSimpleInventoryNotify were unknown at design time > need to be registered
|
1981
|
2021-08-06
|
eric
|
Bugfix: FBX import > normals defect
Bugfix: FBX import > RevertedVector now getting applied to transformation matrix
Bugfix: Default VertexOrder changed to CCW, because implementation was vise-versa
Bugfix: TRotationMatrixUtils.EulerianAnglesToRotationMatrix() now using better normalization function
|
1980
|
2021-08-05
|
eric
|
Bugfix: DAE filenames in URL format not readable (f.e. "test%20name.jpg")
Bugfix: FBX Axis signing better by ShortInt than enum
Bugfix: FBX skeleton transform now stored in recordtype
Feature: TVertexCache.SetNormalSource with optional TransformMatrix parameter
|
1976
|
2021-07-27
|
eric
|
Bugfix: Binormals / Tangents reading from FBX file
Feature: Helper functions introduced: Swap, Reverse, ReverseArray for various types
|
1975
|
2021-07-27
|
eric
|
Bugfix: DAE color presets for specular fixed
Bugfix: FBX AddAnimationFromFile started, but not working yet > LoadObjectsFromNode splitted up in different sub methods
|
1974
|
2021-07-22
|
eric
|
Bugfix: 10.2.3 compatibility for TStreamReader in PLY import
|
1966
|
2021-07-21
|
eric
|
Bugfix: 10.1.1 compatibility fixed due to "[Unsafe]" attribute changes
|
1965
|
2021-07-21
|
eric
|
Bugfix: "TGorillaShadingModel unknown type"
|
1963
|
2021-07-19
|
eric
|
Demo: Instancing Demo with camera movement by 3D path
|
1962
|
2021-07-19
|
eric
|
Feature: TLightDef + TCameraDef import for DAE
Feature: TFaceOrientation introduced for TCustomMeshDef to allow different face rendering
|
1961
|
2021-07-16
|
eric
|
Bugfix: DAE ambient color by default 0
Feature: Helper-Method "ComputeAllNormalsAndTangents" introduced
|
1960
|
2021-07-16
|
eric
|
Feature: G3D Format export/import of TCameraDef
Bugfix: LateResolving during G3D loading refactored
Bugfix: TGorillaLight and TGorillaCamera refactored to support definitions
|
1959
|
2021-07-15
|
eric
|
Bugfix: FBX Import with negative scale not possible - only WARNING logged
|
1958
|
2021-07-15
|
eric
|
Bugfix: FBX Import now supports Min and Max clamping for transformation values, by reading definitions for default values
|
1957
|
2021-07-15
|
eric
|
Bugfix: G3D Export/Import fixed after a lot changes in the past, it was not fully compatible anymore
Feature: TVertexGroupDef export / import in G3D format
Feature: TMaterialDefKind extended by VertexColor and Custom > Custom kind supports further individual properties: ShadingModel, UseTexturing, UseTexture0, UseLighting, UseSpecular
Bugfix: TMaterialDef.UseClipping introduced, because it was not clear if alpha channel is always set correctly
Bugfix: PLY-Format: now creates VertexColorMaterialSource instead of ColorMaterialSource, because the difference is, that in vertex data the color is defined and not in material itself
Bugfix: STL-Format: same behaviour like PLY-Format
Bugfix: "TGorillaShadingModel" type moved to Gorilla.DefTypes unit
Cleanup: Warnings removed
|
1956
|
2021-07-14
|
eric
|
Bugfix: Next try to get transformations correct for negative scaling
Feature: AddTriangle() + AddPolygon() now support vertex order
|
1955
|
2021-07-13
|
eric
|
Bugfix: TFbxModel.GetNodeComplexTransformationMatrix() introduced for better transformation computation instead of using ConvertToFbxMatrix() usage
|
1954
|
2021-07-10
|
eric
|
Bugfix: Duplication is running different animations correctly, but Humanoid display is not moving
|
1953
|
2021-07-06
|
eric
|
Bugfix: Duplication continued
|
1952
|
2021-07-05
|
eric
|
Bugfix: Duplication continued with IDuplicatable interface for better interaction
> still not working good
|
1951
|
2021-07-05
|
eric
|
Demo: Instancing Demo started
Feature: TGorillaDuplicator component implemented for complete visual element duplication
Bugfix: GetValidatedQualifiedComponentName() introduced to check for existing component names
|
1950
|
2021-07-02
|
eric
|
Bugfix: Compatibility for 10.1.1 restored due to latest changes
|
1947
|
2021-07-02
|
eric
|
Bugfix: SKP IMport should not load a filestream, because this collides with SKP-Dll which also loads that file
Bugfix: Multiple VertexGroups used wrong variable
|
1946
|
2021-07-02
|
eric
|
Bugfix: Missing code parts fixed due to changes in Gorilla.Utils.Math with helper records
|
1943
|
2021-06-30
|
eric
|
Bugfix: FBX Import on new AnimationCurveType
|
1942
|
2021-06-29
|
eric
|
Bugfix: SKP Material loadup from real filenames to prevent to many copies
Feature: DefTypes.TMaterialDef now supports presetted UseOpacity and Opacity values, which will be applied to the visual mesh component
|
1941
|
2021-06-25
|
eric
|
Feature: SKP now loads materials with textures
> the solution for loading image data is not perfect yet
> needs a better way from memory, instead from temporary files
Feature: *.PLY and *.SKP (only x64 Windows) extensions added to TGorillaTextureAsset class
|
1940
|
2021-06-24
|
eric
|
Feature: SKP Import extended : Layers, LayerFolders, Image, Texture, Scene
|
1939
|
2021-06-24
|
eric
|
Feature: SKP geometry import now seems to be correct
|
1938
|
2021-06-23
|
eric
|
Feature: SKP Import continued > faces are now building meshes
+ first import of materials and strings
|
1937
|
2021-06-22
|
eric
|
Feature: first implementation compilable > but AVs > bugfixes
|
1936
|
2021-06-22
|
eric
|
Feature: first implementation compilable > but AVs
|
1935
|
2021-06-21
|
eric
|
Feature: SKP Import continued
|
1934
|
2021-06-21
|
eric
|
Bugfix: PLY binary import fixed head1 + head2 now loading
> comments are now logged, obj_info now read
|
1933
|
2021-06-18
|
eric
|
Bugfix: OBJ.AddThisVertex needed changes from DefTypes
|
1932
|
2021-06-18
|
eric
|
Bugfix: Vertex-Duplicate Check optimized > now with sub-array because crc32 is sometimes equal if less information is in vertex
Bugfix: PLY import optimized
Bugfix: STL support for numbers with "e" instead of "E", f.e. "-5.6E-2", "-5.6e-2"
Bugfix: Color Material channel now creates a TGorillaColorMaterialSource again
Cleanup: Code cleaned up
|
1931
|
2021-06-17
|
eric
|
Feature: began PLY support
|
1930
|
2021-06-17
|
eric
|
Bugfix: BEST FBX VERSION UNTIL NOW: Support for 7.2 - 7.5 tested
> 7.5 of 13 animated and static models are loading and playing back
> Skeleton-Loading rebuilt by model nodes instead of deformer nodes
> Deformer nodes did not contained the complete skeleton structure > so animation was not correct > this is much better now
> Problems with IK-Solvers (Corgi model)
> Problems with Elephant-Idle Animation - nearly correct but something is missing
> Pigeon and Casual-Man models are rotated by 45 Deg!
|
1929
|
2021-06-17
|
eric
|
Feature: VertexGroup Rendering implemented with referenced vertexbuffer from parent mesh
Bugfix: FBX VertexGroup setup fixed > polygons are splitted up in triangles and those indices need to be added to the vertex group
|
1928
|
2021-06-16
|
eric
|
Bugfix: FBX ignoring multiple Deformers
|
1927
|
2021-06-16
|
eric
|
Bugfix: TSkinDef.NormalizeVertexWeights() introduced, because FBX weights sometimes come in unnormalized form (not 1.0 in sum!)
Bugfix: CheckMeshVerticesToBeAttachedCorrectly() fixed to check for incorrect vertex weights or joint association
|
1926
|
2021-06-16
|
eric
|
Bugfix: GradToRad/RadToGrad reverted, producing wrong angles in some situations
Feature: TSkinDef.CheckMeshVerticesToBeAttachedCorrectly() introduced to check if joint weights are correct and vertex links also
|
1925
|
2021-06-16
|
eric
|
Bugfix: AddPolygon wrong index on duplication check > produced holes in mesh
Bugfix: FBX node datatype check on lowercase, because some files contain different names
Bugfix: Humanoid/Joint Mesh.Transform Bugfix - missed mesh transformation to be subtracted from vertex computation
Bugfix: GradToRad/RadToGrad instead of DegToRad/RadToDeg
|
1924
|
2021-06-15
|
eric
|
Bugfix: FBX Import > still problem with mesh-transform on vertex animation
Optimize: PrepareSkinAnimationStep() removed parameter, because not needed
|
1923
|
2021-06-15
|
eric
|
Feature: TVertexGroupDef introduced but not fully implemented yet -> supports partially rendered meshes with different materials (used by FBX)
Feature: G3D Format now exports "Type" with qualified classname to import TMeshDef/TVertexGroupDef correctly (Version = 2)
Refactor: FBX Import now builds skeletons from deformers and automatically removes unneccessary limbnodes
Feature: UnifyInterpolators now supports TTransformInterpolatorDef
Bugfix: VertexJoints Array now checks for duplicated joint links
|
1922
|
2021-06-11
|
eric
|
FBX: Skeleton loadup by deformers and not by model hierarchy, because in newer file version, this do not correspond
|
1921
|
2021-06-10
|
eric
|
Feature: TGorillaMesh.ApplyMaterialSource() introduced
Optimize: TGorillaHAnimJoint.DoRenderJoint uses now AbsolutePosition instead of matrix extraction
Bugfix: TRotationMatrixUtils.RotationMatrixToEulerianAngles() normalizing angles
|
1920
|
2021-06-10
|
eric
|
Bugfix: FBX Animation works (but skeleton is wrong positioned!)
> TControl3DHelper.SetAbsoluteTransformation: FLocalMatrix was not set
> VertexIndexMap was missing
Demo: Clothing > optimized, after some methods were move to standard library
|
1919
|
2021-06-09
|
eric
|
Refactor: Gorilla.Utils.Math > matrix operations were encapsulated into records for better understanding, was very misleading
Especially RotationMatrix handling was confusing on usage with transformation matrices
|
1918
|
2021-06-08
|
eric
|
Bugfix: TGorillaControl / TGorillaTransform.SetLocalTransformMatrix() unified
Feature: TSkinDef.SaveJointWeightMaps / DrawJointWeights to simply store vertex weights for joints as image
|
1917
|
2021-06-08
|
eric
|
Bugfix: UnifyInterpolators() LIRot3 was not cleared
Bugfix: TGorillaTransform.SetLocalTransformMatrix() modified
Bugfix: Gorilla.Utils.Math function unified
Demo: Woods added
|
1916
|
2021-06-07
|
eric
|
Doc: better documentation on some properties in DefTypes
Bugfix: FBX better skinning, but still not working
|
1915
|
2021-06-07
|
eric
|
Bugfix: FBX normalized key timevalues (0.0 - 1.0)
> the duration property holds the length of the interpolator animation
|
1914
|
2021-06-07
|
eric
|
Bugfix: UnifyInterpolators() method fixed unification process on unequal key count
Bugfix: FBX unification of unequal key values
|
1913
|
2021-06-04
|
eric
|
Feature: UnifyInterpolators() function extended for more flexibility
Bugfix: further changes on FBX animation import
|
1912
|
2021-06-03
|
eric
|
Bugfix: further changes on FBX animations
|
1911
|
2021-06-03
|
eric
|
Bugfix: FBX Transformation fixed > need to be converted to FBX specific matrix.
Feature: FBX SceneTreeView extended with Skin/Cluster Info
|
1910
|
2021-06-03
|
eric
|
FBX: Updated Helper Tool
Now lists all transformation infos for a node
|
1909
|
2021-06-02
|
eric
|
FBX: Helper Tool added to watch real data inside of an FBX file
|
1908
|
2021-06-02
|
eric
|
Bugfix: further changes on FBX import transformations
|
1907
|
2021-06-02
|
eric
|
Bugfix: FBX Import continued > GlobalSettings read
Feature: EulerianAnglesToQuaternion3D() introduced with RotationOrder
|
1906
|
2021-06-02
|
eric
|
Feature: Hide/Show Joints in TGorillaModel if TGorillaHAnimHumanoid exists
|
1905
|
2021-06-01
|
eric
|
Bugfix: FBX Getting transformation for Mesh/Joint by one routine GetNodeTransformationMatrix()
Bugfix: FBX TransformLink/Transform/TransformModelAssoc matrices have to be transposed
|
1904
|
2021-06-01
|
eric
|
Bugfix: Remove debugging code from AnimateSkin (costs performance!)
Bugfix: ClothingAdapter shall not synchronize OnCompute with main thread
It is extremely slow! And the user itself needs to be in control if it's necessary to synchronize
|
1903
|
2021-06-01
|
eric
|
Bugfix: Glitchy cached animations due to incorrect frametime computation and interruptive TAniThread modifications
|
1901
|
2021-05-31
|
eric
|
Bugfix: GPU Cached-Animation and Humanoid Animation synchronized (separate timer service remove to use equal time stamps)
Bugfix: Better rendering of HAnimJoints
Bugfix: FBX LoadRawSkeletonHierarchy() modified to load directly a hierarchy (need to be tested with different files)
|
1900
|
2021-05-27
|
eric
|
Bugfix: FBX Model import > skeleton joints hierarchy not correct (fixed) + invBindMatrix not correct (still incorrect)
|
1899
|
2021-05-26
|
eric
|
Bugfix: FBX import
|
1898
|
2021-05-26
|
eric
|
Demo: Clothing
Bugfix: If multiple controllers were applied to a single humanoid the matrices inside of TGorillaHAnimJoint were overwritten and lead to incorrect behaviour > now we store those values depending on the controller
|
1895
|
2021-05-25
|
eric
|
Optimize: Much faster vertex hashing method by CRC32 instead of hash-string (maybe not completely unique but for most cases!)
> but 10 times faster in dictionary
|
1894
|
2021-05-25
|
eric
|
Optimize: Vertex import optimized
> it now computes a unique hash to identify a vertex
> this allow us to eliminate duplicated vertices: because of different import formats vertex infos have to gathered at first
> can be deactivated by directive
Bugfix: Billboarding copying indices has to be shifted by vertex count and not by index count
|
1893
|
2021-05-25
|
eric
|
Bugfixes: Geodesic Distance Computation
Optimize: OBJ Loader now checks for duplicated vertices (to reduce mesh structure)
|
1892
|
2021-05-21
|
eric
|
Bugfix: TSimpleVector<T> access fix
|
1891
|
2021-05-20
|
eric
|
Bugfix: translation errors fixed > now running til verify()
|
1890
|
2021-05-18
|
eric
|
Bugfix: pointer / array handling fixed in Geodesic Distance computation
Sort() function todo
|
1889
|
2021-05-16
|
eric
|
Feature: Geodesic Distance by Dijkstra computation continued
> std:vector type implementation optimized
|
1888
|
2021-05-14
|
eric
|
Feature: Geodesic Distance Helper Class introduced
|
1887
|
2021-05-14
|
eric
|
Feature: AutoRig geodesic implementation continued
|
1886
|
2021-05-13
|
eric
|
Feature: Geodesic Computation continued
|
1885
|
2021-05-12
|
eric
|
Feature: Geodesic Distance Computation - Implementation continued
|
1884
|
2021-05-12
|
eric
|
Google Geodesic hinzugefügt (sehr langsam im Vergleich zu FastMarching oder HeatMethod - aber etwas simpler und evtl. umsetzbar)
|
1883
|
2021-05-11
|
eric
|
Feature: Began FastMarching algorithm instead of HeatMethod (no dependencies to external libs)
|
1882
|
2021-05-10
|
eric
|
Feature: First source code for implementing auto heat weighting mechanism
|
1881
|
2021-05-07
|
eric
|
Bugfix: "LayerElementMaterial" not always available in FBX files
Feature: GetSkeletonJointTransformations() function to get all joints transformations at once (in model space)
|
1880
|
2021-05-06
|
eric
|
Feature: EqualMatrices() function introduced
|
1879
|
2021-05-05
|
eric
|
Bugfix: FindControllerById throws exception even if don't needed
Bugfix: further changes in FBX import > Problem with Deformer/SubDeformer and VertexGroups
|
1878
|
2021-05-05
|
eric
|
Bugfix: FBX support for static meshes in 7.1, 7.2, 7.3
Bugfix: TJointRefDef now provide a LinkIndex property set at runtime
Feature: TSkinDef.ApplyVertexJointsRelation() to setup a list of vertex - joint relations
|
1877
|
2021-05-05
|
eric
|
Bugfix: HAnimJoint Controllers
|
1876
|
2021-05-04
|
eric
|
Bugfix: FBX abort humanoid creation if skeleton joint is not set
Optimize: TComponentPropertyInstanceBuffer in TPropertyKeyAnimation - very ineffective to search for RTTI property over and over again
Feature: TJointRefDef.ClearWeightsAndIndices() and TJointRefDef.AdjustLengthOfWeightsAndIndices() introduced to set arrays
Bugfix: TGorillaHAnimJoint.ApplyJointInfoToHumanoid() failed if no vertex map was generated (on the fly animation do not use vertex mapping)
|
1875
|
2021-05-03
|
eric
|
Bugfix: refactoring skeleton reading (problems with v7.4)
|
1874
|
2021-05-02
|
eric
|
Bugfix: FBX import > handling different versions 7.4 + 7.5+
|
1873
|
2021-05-02
|
eric
|
Bugfix: FBX Import of multi mapped geometry node to different materials
> now creates sub meshes with links to the specific material
Bugfix: UVMapping now flips uv's if "UVW" or "UVMap" is set
TODO: JointRef -> still gets mesh by geometry, but has to check for sub-meshes
|
1872
|
2021-05-01
|
eric
|
Bugfix: FBX loading mesh hierarchy may be in different order, so parent meshes may not have been loaded yet
Bugfix: FBX strings moved to constants for removing duplicated strings
Bugfix: loader crashed if no AnimationStack or Deformer could be found, due to latest changes
|
1871
|
2021-04-30
|
eric
|
Feature: FBX Import now loads all AnimationStacks, Layers, CurveNodes, Curves and unifies keys
> nevertheless the animation do not work properly!
Optimize: TGorillaHAnimJoint.FController now created at runtime and not by default > this saves a lot render requests on the cubes even if they are invisible
Bugfix: Interpolator Support for "RotationAngle.Point" by a TPoint3D interpolator
|
1870
|
2021-04-29
|
eric
|
Feature: FBX Animation Import continued (still not finished)
> AnimationStack, AnimationLayer, AnimationCurveNode and AnimationCurve imported
> Keys not handled yet
|
1869
|
2021-04-29
|
eric
|
Feature: FBX file format began skeleton import with controllers, skin, joints (not finished yet)
Feature: TModelDef.FindHumanoidById() introduced
|
1867
|
2021-04-28
|
eric
|
Bugfix: DAE Import multiple polylists not handled correctly due to wrong index
Bugfix: DAE Import of invalid joint id's lead to exception
> this is correct, but not very userfriendly
> changed to ignore until there is more than one wrong joint id
Bugfix: Changes regarding ShadowCalculation p_MinVal modified
> some GPUs are unable to handle function parameters with constant preset value
|
1863
|
2021-04-25
|
eric
|
Bugfix: missing changes regarding TextureAsset in GLTF import
|
1862
|
2021-04-25
|
eric
|
Bugfix: Win32 IDE DesignTime fix for clearing TContextManager.FDefaultContextClass global variable
Bugfix: Default Material Texture references removed due to orphaned references at design time
Bugfix: DAE Model Loader failed to load id's when IDREF_array is used
Bugfix: DAE Model colors flipped due to elder source code
Bugfix: DAE Model materials not applied, if attribute in polylist missing
Bugfix: "#rootSkeleton" id not found due to bug in MakeHuman models > modified to "#root"
Bugfix: Duplicated deleting of TTextureDef / TGorillaTextureAsset instances
Bugfix: Made ShadowMapping shadow a little bit transparent instead of completely black
Bugfix: IsStatic (cached animations) access violation on meshes with skeleton but no animations
|
1858
|
2021-04-23
|
eric
|
Bugfix: DefaultContextClass fix finished and verifyed for all available compilers
|
1857
|
2021-04-22
|
eric
|
Bugfix: Refactoring the bugfix to allow testcases
|
1856
|
2021-04-22
|
eric
|
Bugfix: More Addresses and Versions added for FDefaultContextClass bug
> changed the destination source code address, because in some versions sourcecode structure is different
> its better to jump at the first access of the pointer
|
1855
|
2021-04-22
|
eric
|
Bugfix: Fixed pointer size while reading from source code
Bugfix: Read fmx.bpl package file version for exact build nr.
|
1854
|
2021-04-21
|
eric
|
Bugfix: Offsets for 10.3.2, 10.4.1 and 10.4.2 fixed
|
1852
|
2021-04-21
|
eric
|
Bugfix: "TContextManager.FDefaultContextClass" for Win32 @ DesignTime Fix implemented
> needs to be checked with packages
> various ide versions missing offsets
|
1850
|
2021-04-20
|
eric
|
Bugfix: Win32 DesignTime Fix (not working yet)
|
1849
|
2021-04-18
|
eric
|
Bugfix: Texture field references for faster access removed because of invalid pointers when loading from FMX file (FTexture0, FNormalMapTexture, ...) > now it will always be loaded from BitmapPool
|
1845
|
2021-04-16
|
eric
|
Bugfix: Rendering problem with Bokeh after resizing > CurrentRenderer in Viewport got invalid, because it was not cleared on resize
|
1844
|
2021-04-16
|
eric
|
Bugfix: missing renderer checks on callback events
Optimize: TGorillaRenderPassController now buffers rectangle vertices/indices, instead of creating/destroying them on each rendering
Feature: AForceDraw parameter on TFrameBufferObject.Clear()
Bugfix: Prepare() <> Clear() order reversed, because it has no effect
|
1843
|
2021-04-15
|
eric
|
BUGFIX: "glDrawBuffers(1, @LArr);" added call collides with VolumeRendering, ParticleEffects, ...
> also changed the method call order in renderer, now in opaque rendering Prepare is called before clear
> may cause other problems again!
|
1842
|
2021-04-15
|
eric
|
Bugfix: GORILLA_GLSL_DEFINE_USE_SPECULAR changed
|
1840
|
2021-04-15
|
eric
|
Bugfix: after GORILLA_GLSL_USE_SPECULAR was removed from default material setting, phong and blinn shading did not work anymore -> "UseSpecular" introduced for better control and modified in all materials
|
1839
|
2021-04-15
|
eric
|
Package: 10.4.2 fixed version number
Bugfix: Android Compiler is not able to handle large unit files like Gorilla.Particle.Fire with all its includes
Cleanup: Further warnings removed
|
1838
|
2021-04-14
|
eric
|
Bugfix: AnimateSkin was not checking if LAnim is assigned (may happen if DAE files contain controllers but no animation tags)
|
1837
|
2021-04-14
|
eric
|
Bugfix: overload removed for C++ Compiler
|
1836
|
2021-04-14
|
eric
|
Bugfix: potential problem with C++ header file
> compiler is not able to decide between (Gorilla.AssetsManager.hpp)
TGorillaAsset* __fastcall GetAssetFromId(const int AGroup, const GUID &AId);
TGorillaAsset* __fastcall GetOwnerAssetFromId(TGorillaAsset* const AOwner, const int AGroup, const GUID &AId);
|
1835
|
2021-04-14
|
eric
|
Bugfix: OBJ Loader optimized "maplib" and "usemap" statements unknown
|
1834
|
2021-04-13
|
eric
|
Cleanup: removed messages / warnings / notices
Bugfix: TAABB constructors not compatible with C++
|
1833
|
2021-04-13
|
eric
|
Bugfix: RimLightingMaterialSource added to component palette
|
1831
|
2021-04-13
|
eric
|
Bugfix: Applying viewport settings to renderer fixed
|
1830
|
2021-04-13
|
eric
|
Bugfix: Changes reverted
|
1829
|
2021-04-12
|
eric
|
Bugfix: EDITION Definition in package
|
1827
|
2021-04-12
|
eric
|
Bugfix: restrictions to BASIC package
|
1826
|
2021-04-12
|
eric
|
Packages: BASIC Package project introduced
Components: with PACKAGE directive filters
|
1825
|
2021-04-12
|
eric
|
Bugfix: RimLightingMaterialSourc working
|
1824
|
2021-04-12
|
eric
|
Feature: RimLighting (not working yet) added
|
1823
|
2021-04-11
|
eric
|
Feature: OnBeginSetup/OnEndSetup + OnBeginRender/OnEndRender events for designtime in render pass controller component
Feature: OutputLayer property introduced in water shader for better analysis at runtime/designtime why water-shading may not work
|
1821
|
2021-04-11
|
eric
|
Bugfix: Viewport fields not set before first renderer creation (so sometimes fill color was not set and not occured during design time)
Bugfix: Particles demo light sphere was a FMX object and was not set to Opaque := true
Feature: Saturation (Opaque, Translucent and Composite) now configurable through viewport, renderer and composite-render-pass-controller by properties
|
1820
|
2021-04-10
|
eric
|
TechDemo1: Torch particle effect attached to character
|
1819
|
2021-04-10
|
eric
|
Bugfix: Skybox Rendering wrong - alpha value (opaque rendering do not produce an alpha value)
Bugfix: Particle rendering wrong - all faces were rendered which lead to problems on multilayered transparency rendering
Feature: PointSprite Rendering parameters now as fields in context
|
1818
|
2021-04-08
|
eric
|
Bugfix: Particle Normal vector is now inverse viewdirection for spherical normals
|
1817
|
2021-04-08
|
eric
|
Problem: Normal vector for particles not correct > not a good solution yet!
Bugfix: Fire Emitter shall not be using lighting (it a lightsource itself)
|
1816
|
2021-04-08
|
eric
|
Bugfix: ParticleEmitter now stretches with boxsize
Bugfix: Normal Vector now in view direction
Bugfix: SetSubComponent() for materials in emitters and sub-emitters
|
1815
|
2021-04-07
|
eric
|
Bugfix: PhysicsParticleInfluencer fixed position in relation to a moving emitter (tested with rain)
Bugfix: RainParticleEmitter now contains a splash particle emitter by default
Bugfix: ParticleEmitter is now a TGorillaMesh
Bugfix: ShowBounds introduced
Feature: Q3 Physics > TOnGorillaPhysicsNotifyContact extended with contact struct pointer
Bugfix: Q3 Physics > Async computation not threadsafe completely > causing access violations (with rain particle effect > to many destructs/constructs)
|
1814
|
2021-04-05
|
eric
|
Bugfix: UseTexture0 / UseTexturing was automatically activated and collided with user specific settings
|
1813
|
2021-04-05
|
eric
|
Bugfix: Textures got lost at design time (wrong property order)
Bugfix: UseTexture0 / UseTexturing conflict at design time
Bugfix: DefaultMaterial.Bitmaps setter for designtime usage
Bugfix: TerrainMaterial AssignTo method for designtime assignment
Bugfix: minor inventory fixes on deletion and published methods
Feature: Inventory Editor with Popup Menu for better editing
|
1812
|
2021-03-26
|
eric
|
Feature: ImageList support for visual items in inventory
Demo: Inventory demo changed on using imagelists from inventory
|
1811
|
2021-03-25
|
eric
|
Bugfix: Collections and Items with Assign method for better DesignTime support
Feature: Inventory now supports visual items storing
Feature: Inventory VisualItemsFrame
Feature: Inventory DependencyFrame introduced for support in item and Manufacturer
|
1810
|
2021-03-25
|
eric
|
Bugfix: TRenderer resizing problem fixed!
Bugfix: discarding fragments on alpha < 0.003
Bugfix: clearBufferFloat missed DrawArray call
Bugfix: DefaultMaterial input textures fixed -> were not applied
Bugfix: GetViewMatrix + GetProjectionMatrix now public
Bugfix: CustomDepth RenderPass with different output configurable
Feature: Inventory manufacturer now support dependencies + multiple result items
Bugfix: multiple fixes in UI frames for inventory
Feature: ScreenSpaceShadow tests
|
1808
|
2021-03-10
|
eric
|
Bugfix: further RenderPassController exceptions at designtime fixed
Bugfix: Face RenderPassController published facekind property + xml documentation
|
1807
|
2021-03-10
|
eric
|
Bugfix: RenderPass Controllers crashing at design time usage
> checkings implemented for Renderer and Viewport availibility
|
1806
|
2021-03-09
|
eric
|
Bugfix: missing Face renderpass
Bugfix: errors at design time in volumetric mesh
|
1805
|
2021-03-09
|
eric
|
Bugfix: Shading support for layers
Package: Volumetric.Mesh unit added and component registered
|
1804
|
2021-03-07
|
eric
|
Bugfix: Discarding Fragments in translucent rendering, if fully transparent
Bugfix: WaterShader fixed soft border rendering
Bugfix: LayeredMaterial, Skybox and Volume Rendering fixed for WBOIT rendering
|
1803
|
2021-03-07
|
eric
|
Refactor: License Text: year updated: "2017 - 2021"
|
1802
|
2021-03-06
|
eric
|
Bugfix: TCollection usage fixed in all components
> missing setters and missing Assign() routines lead to problems in design time helper wins
|
1801
|
2021-03-03
|
eric
|
Refactor: VolumetricMesh refactoring finished
Feature: SKP File Support started
|
1800
|
2021-03-02
|
eric
|
Bugfix: VolumeRendering now working on Android (Nokia 7)
Bugfix: Texture3D upload on Android
Bugfix: Texture format consts added "_OES"
Bugfix: ANDROID "AlphaTexture" needs to have RED as format, because ALPHA is not working -> possible problems with native OpenGL in future
Bugfix: tex3Dlod() GLSL function fixed for Android
|
1799
|
2021-03-02
|
eric
|
Refactor: TGorillaVolumetricCube renamed to TGorillaVolumetricMesh
Bugfix: now supports different mesh shapes (cube, sphere, cylinder)
Bugfix: Android now supports new OpenGLES texture types for complete rendering
Bugfix: SetPixelState/UnsetPixelState were protected, instead of beeing public
Bugfix: RebuildMesh function extended in cube, sphere and cylinder to build mesh as none-static from outside (used by VolumetricMesh)
|
1798
|
2021-03-02
|
eric
|
Feature: user specific clipping plane settable to slice volume (preparing different shapes for projection)
|
1797
|
2021-03-01
|
eric
|
Bugfix: Unsigned Texture Samplers in Volumetric Rendering Cube not correctly used
> this lead to problems with UInt16 textures
> "CustomSize" property introduced
> overlay texture now assignable or not (automatic detection)
|
1796
|
2021-02-28
|
eric
|
Bugfix: ByteOrder parameter
|
1795
|
2021-02-28
|
eric
|
Bugfix: Volumetric Cube Rendering
+ CustomSize is now setable
+ BeginUpdate/EndUpdate introduced
+ texture size adjustment to multiple of 2
+ NRRD file support
|
1794
|
2021-02-26
|
eric
|
Feature: VolumetricCube now supports ray limits and overlay texturing
|
1793
|
2021-02-26
|
eric
|
Bugfix: Volume Rendering now centering models correctly
|
1792
|
2021-02-25
|
eric
|
Cleanup: unnecessary parameter CONTEXT removed
Bugfix: next tryouts on VolumeRendering and shifting problem
|
1791
|
2021-02-25
|
eric
|
Bugfix: Auto-Calc Normals, Tangents or TexCoords
|
1790
|
2021-02-21
|
eric
|
Bugfix: Cached Animation jittering, but still buggy, because static buffer data not attached correctly
> rendered black
Bugfix: TAnimationHelper replaced by TAnimationHack
Bugfix: Copy() command did not copied animations
|
1789
|
2021-02-18
|
eric
|
Bugfix: Refraction Surface could have been -0.0 instead of -1.0
Bugfix: No blending for position render target
Bugfix: TGorillaShaderNodeHelper.VariableToString() no allows to supply an override value
Feature: DeclarationNode introduces ConditionalValues to allow preset values depending on Directives (like DeferredRendering needs different preset values for l_Ambient, l_Diffuse, ...)
Bugfix: Changes in WaterShader due to TRenderer introduction (depth was still ignored) - NOT READY!
|
1788
|
2021-02-16
|
eric
|
Bugfix: refurbished TPixelFormatEx (R-Format invalid) > added all OpenGLES 3.0 formats
Bugfix: VolumetricCube now supports UInt16 datatype (vectors were removed)
Demo: TechDemo1 made the box texture to a TColorMaterialSource to test native coloring with rendering-pipeline
Demo: VolumeRendering demo changed path and compiler dest path
|
1786
|
2021-02-15
|
eric
|
Bugfix: 10.2.3 support fixes
|
1782
|
2021-02-14
|
eric
|
Bugfix: SetPixelState while Texture.UpdateBuffer()
Feature: v1 of volume rendering cube
> bugs: still shifted and not transparent
|
1781
|
2021-02-12
|
eric
|
IMPORTANT!
Bugfix: Further bugfixes regarding pixelformat management > some GPU were not able to render BGRA+BGRA. We had to define RGBA8+BGRA, which brought much more changes
Bugfix: Format settings got lost in TGorillaTextureBitmap when FMX-Bitmap was assigned
Bugfix: texture init errors now contain pixel format info
Bugfix: AssetsManager now creates TGorillaTextureBitmap instead of TBitmap
Bugfix: DoAddBitmapToPool() function in TGorillaDefaultMaterialSource now allows to declare a complete texture format (automation was not successful)
|
1780
|
2021-02-12
|
eric
|
Cleanup: Compiler warnings and notices removed
|
1779
|
2021-02-12
|
eric
|
Bugfix: 10.1.1 Compilation restored!
> now OpenGLES 3.0 is activated for 10.1.X dueto framework problems with deprecated 2.0 rendering
> BUT: No official Android Support for < 10.3.3 anymore!
|
1778
|
2021-02-11
|
eric
|
Bugfix: Package compilation problems solved (v10.4.1)
|
1777
|
2021-02-11
|
eric
|
IMPORTANT!
Bugfix: Color Swapping dueto readPixels routine and further false format settings
> reversed the ".bgra" shader code
|
1776
|
2021-02-07
|
eric
|
Bugfix: Reflection / Refraction RenderPass Input has colors swapped on Windows
Refactor: USE_RENDERER directive removed (now only this is available)
Feature: TLegacyRenderer introduced, can now be configured in TGorillaViewport and TGorillaRenderPassController
|
1775
|
2021-02-06
|
eric
|
Bugfix: BGRA / RGBA Colorswitch on Windows platform
> changed to default texture format BGRA on windows
> WBOIT, post-effects, normal textures and native drawing checked
> ANDROID not tested yet
+ Changes in TRenderer, Viewport, CompositeRenderPass, Context.Texturing
+ TAlphaColorHelper.SwitchChannels removed after the bugfix here
Bugfix: "o_Alpha" glsl var made to float (no longer a vec2)
Bugfix: TEXTURE3D different changes > SetPixelState
Feature: TGorillaBitmapPoolEntry now supports PixelFormat property to change texture format
Feature: TPixelFormatExHelper is now able to detect GetCorrespondingFormat and GetCorrespondingDataType from submitted components format (incl. DoAddBitmapToPool changes)
|
1774
|
2021-01-27
|
eric
|
Bugfix: Manual Rendering not working on 10.4.1 anymore, because of missing canvas scene context
|
1772
|
2021-01-26
|
eric
|
Bugfix: Background color of viewport didn't change
Bugfix: Invalidate() missing on resizing viewport -> without a timer nothing will be changed.
|
1770
|
2021-01-22
|
eric
|
Bugfix: xml documentation fixed, produced invalid xml files for website
|
1769
|
2021-01-22
|
eric
|
Bugfix: Licensing for CommercialLicense tested
|
1768
|
2021-01-22
|
eric
|
Bugfix: Licensing fixed and tested for developer edition
|
1767
|
2021-01-21
|
eric
|
Feature: Licensing module added, but not active!
Prepared packaging modules by directives
|
1766
|
2021-01-20
|
eric
|
Bugfix: LiveBindings Shader Nodes (not working correctly!)
|
1765
|
2021-01-20
|
eric
|
Bugfix: LiveBindings Shader Nodes crashing at design time due to automated value getters
|
1763
|
2021-01-20
|
eric
|
Feature: Gorilla.Material.LiveBindings units added
|
1762
|
2021-01-20
|
eric
|
LiveBinding Shader Nodes begonnen
|
1761
|
2021-01-17
|
eric
|
Bugfix: TGorillaColoredParticleInfluencer StartColor and EndColor not applied
Bugfix: Snow Particle Effect fixed - spiral movement not correct
Bugfix: TerrainMaterial / GrassMaterial Source disabled UseTexturing
Bugfix: DefaultMaterial UseTexturing set when shadows activated
|
1760
|
2021-01-16
|
eric
|
Bugfix: Callback event implemented to allow different texture formats for CompositeTexture in RenderPassControllers > needed f.e. for DepthRenderPasses
Bugfix: ROWLENGTH fix for WorkaroundBuffers
|
1759
|
2021-01-15
|
eric
|
Bugfix: (Variance)ShadowMapping RenderPasses fixed for TRenderer
|
1758
|
2021-01-15
|
eric
|
Feature: ApplyTransformationMatrixToVertices() modified to support vertex changing or dynamic transformation
Feature: MoveVerticesToPivot() introduced to move vertices relative to pivot center computed from bounding box
Feature: GetCombinedBoundingBox() introduced to compute merged bounding box for all TMeshDefs in hierarchy
|
1757
|
2021-01-15
|
eric
|
Bugfix: TGorillaGrid3D axis grids published for design-time
Bugfix: ApplyTransformationMatrixToVertices method implemented to apply an transformation matrix and remove all embedded transformation matrices
|
1756
|
2021-01-14
|
eric
|
Bugfix: for better bugfixing we now output the moment when opengles context is introduced by G3D
|
1755
|
2021-01-14
|
eric
|
Bugfix: at designtime the moment of context-replacement is very unspecific, so it's possible that a texture is create, when replacement didn't happened. So no TGorillaTexture is created, but a TTexture > in Renderer the access to GorillaTexture was replaced by simple Texture get
Bugfix: Package Project updated
|
1754
|
2021-01-14
|
eric
|
Bugfix: at designtime the moment of context-replacement is very unspecific, so it's possible that a texture is create, when replacement didn't happened. So no TGorillaTexture is created, but a TTexture > in Renderer the access to GorillaTexture was replaced by simple Texture get
|
1752
|
2021-01-11
|
eric
|
Bugfix: AssetsManager failed to insert new file when no groups are available
Bugfix: ModelViewerUI
Bugfix: Version stored in asset.json files
Bugfix: Viewport rendering crashed when width/height was zero
|
1750
|
2021-01-10
|
eric
|
Bugfix: access to result while not already set
|
1749
|
2021-01-10
|
eric
|
Bugfix: Android implementation for SetPixelState/UnsetPixelState
|
1748
|
2021-01-10
|
eric
|
Bugfix: Lines-Rendering Problem on uneven (not-aligned) texture sizes
Bugfix: AssetsManager is now able to load/store correctly from file/memory
Feature: AssetsManager can now store Scripts and Prefabs
|
1747
|
2021-01-05
|
eric
|
Bugfix: AssetsManager included Clear/Delete methods to remove groups and assets from zip-archive
Bugfix: SaveToStream with zip-archive close for correct stream size
Bugfix: LoadFromStream automatically clearing the package and archive used
|
1746
|
2021-01-04
|
eric
|
Bugfix: AssetsManager.Package.SaveToStream > Closes now the archive to write header data
|
1745
|
2021-01-03
|
eric
|
Refactor: TRenderPassMethod removed elder and unneeded types
Feature: TGorillaRenderPassMaterial.GetPreviousRenderTexture() method to request previouse target texture
Feature: TRenderer.DoCreateCompositeTexture() method to intercept composite texture creation
Bugfix: Bokeh render-pass fixed for TRenderer usage
|
1744
|
2020-12-31
|
eric
|
Bugfix: Windows Lines rendered for DirectX bitmaps with irregular size
Bugfix: configure line-width in MeshBuffer to render lines
Bugfix: Layered Material rendering fixed for TRenderer
Bugfix: helper routines GetLastMousePosition, GetLastGamePadTriggers, GetLastGamePadThumbstickPosLeft, GetLastGamePadThumbstickPosRight
Feature: FirstPerson Controller is now able to be controlled completely by mouse
Bugfix: Sketchfab Loader -> keys made private
Bugfix: Billboard merging optimized
Bugfix: TMeshDef BufferObject helper functions
Bugfix: Pathfinding little bugfixes
Bugfix: UI Inventory for Bar design
|
1743
|
2020-12-21
|
eric
|
BUGFIX: TRenderer now renders all correctly also in Refraction and Reflection render pass!!!
Feature: ApplyToMeshDef() method implemented
|
1742
|
2020-12-20
|
eric
|
Bugfix: Billboard Terrain Filling with RandomPosition = false produced false entity positions
Bugfix: Refraction pass enabled clipping plane (otherwise echo-rendering occured)
|
1741
|
2020-12-16
|
eric
|
Bugfix: RowLength Alignment on Windows conflicts with DirectX alignment
> this seems to work at least for layers
> needs to be checked for buttons/images/...
|
1740
|
2020-12-15
|
eric
|
Bugfix: IsStatic is now able to reset to none-static rendering (vertices are pushed back to TMeshData)
|
1739
|
2020-12-14
|
eric
|
Bugfixing: TRenderer Support (now better then the old way)
|
1738
|
2020-12-13
|
eric
|
Bugfix: AlphaDepthTexture > AlphaTexture refactored, because depth value was blended during WBOIT rendering
The depth value is now stored inside of the PositionTexture
Bugfix: Refraction RenderPass fixed for Renderer-Technique
Bugfix: CustomDepth RenderPass transformed to new Renderer-Technique
Bugfix: Bokeh Postprocess transformed to new Render-Technique
Bugfix: WaterShader now works much better with Renderer-Technique, BUT depth coordinates are wrong!
Feature: TRendererFlag introduced to control if textures/composite-controller need to be created
BUG: on resize renderpasses are now messed up
|
1737
|
2020-12-11
|
eric
|
Bugfix: AContext removed for TRenderer usage in RenderPassController
Bugfix: Lights not set in renderpasses (everything black)
Bugfix: WBOIT rendering weight formular optimized
|
1736
|
2020-12-11
|
eric
|
Bugfix: RefractionMatrix now only needs to be BiasMatrix
> we removed the variant shader variable, due to too many variables on some gpu's, but than refraction got messed up
|
1735
|
2020-12-11
|
eric
|
Bugfix: Renderer WBOIT compositing optimized (brighter colors)
|
1734
|
2020-12-07
|
eric
|
Bugfix: WBOIT Rendering > merging colors in composite pass now produces an acceptable result
> not very nice alpha-layering when camera is close to an transparent element
Bugfix: render pass controllers used wrong context (they used the viewport context instead of its own)
BUG: water shader refraction and reflection not correct
|
1733
|
2020-12-03
|
eric
|
Bugfix: WaterShader replace refrCoord by texCoord
Bugfix: weight included in composite wboit rendering - still not perfect
|
1732
|
2020-12-03
|
eric
|
Bugfix: optimized TRenderer WBOIT rendering > weights not adjusted yet!!!
Demo: Transparency Demo now with mousewheel control and right-mouse control
|
1731
|
2020-11-30
|
eric
|
Bugfix: Asset property missing in X3D
Bugfix: further fixes for new rendering pipeline - STILL NOT WORKING!
|
1730
|
2020-11-27
|
eric
|
Feature: SubGroups for assets implemented, models now push textures to a subfolder instead of the general "TEXTURE" group (fix for name-conflicts)
Bugfix: consts for assets package groups fixed (inconsistent naming)
Bugfix: TGorillaLoadOptions now support loading from assets (this was needed during loading G3D from archive)
Bugfix: Loaders package in model always set
Bugfix: SetPackingAlignment() separation for windows (tests!)
|
1729
|
2020-11-26
|
eric
|
Bugfix: it is a huge problem when we remove "Bitmaps" from published properties
> producing to many errors in IDE (bad experience)
Package: 10.3.2 updated for Grid support
|
1728
|
2020-11-26
|
eric
|
Bugfix: AssetsManager loading of assets in package, if already existing, not implemented for all methods
Bugfix: UseLighting not set by default
Bugfix: Bitmaps property moved to public section
|
1727
|
2020-11-25
|
eric
|
Bugfix: AssetsManager
+ better InMemory / Disk Package management
+ you can now interact with both
+ missing asset updates fixed
+ before adding an asset it will delete an already existing one from zip file
+ TGorillaLoader now checks for already existing assets
|
1726
|
2020-11-25
|
eric
|
Bugfix: AssetsManager Packages didn't store assets on empty package
|
1725
|
2020-11-24
|
eric
|
Bugfix: AssetsPackage.SaveToFile not working if GetArchive() was not called
Bugfix: Assets added PDF format in MISC group
Bugfix: AssetsPackage.SaveToFile crashes if no archive already exists
|
1724
|
2020-11-23
|
eric
|
CAUTION: Deferred Rendering progress -> still not working!
Bugfix: making DAE model static failed because empty default animation was added, so an empty cache was pushed to GPU
Bugfix: GetBoundingBox of submesh from def was incomplete (without transform matrix)
Bugfix: Refraction properties were misleading to Reflection (incl. shader problem)
|
1723
|
2020-11-21
|
eric
|
CAUTION: Deferred Rendering progress -> still not working!
+ Feature: Grid + Grid3D component
+ Bugfix: WBOIT composite algorithm optimized (image compare)
|
1722
|
2020-11-17
|
eric
|
CAUTION!
Feature: TRenderer support continued (still not working!!!)
Needed to commit due to customer support and rollback
|
1721
|
2020-11-12
|
eric
|
Feature: TMeshDef with AddPolygon methods to easily setup static meshes + CalcTextureCoordinates() to compute texture coordinates (plane texturing) for those meshes
|
1720
|
2020-11-11
|
eric
|
Feature: TRenderer introduced for Deferred Rendering support and bugfixing renderpass echos (like in techdemo1)
> We move all render textures, fbo's and context to a TRenderer instance which can be created by Viewport or by RenderPassController
> The TRenderer manages texture <> FBO attachment
> allows to render completely WBOIT also in RenderPass: for Refraction and Reflection translucent elements were not visible
> THIS IS EXPERIMENTAL: enable by "USE_RENDERER" in Gorilla.inc
> not all parts are migrated yet (especially render pass controllers)!
|
1719
|
2020-11-11
|
eric
|
Bugfix: Layers migration from FMX to G3D not working due to embedded material and buffer problems at designtime
|
1718
|
2020-11-10
|
eric
|
Bugfix: 10.3.2 compilation changes
|
1717
|
2020-11-10
|
eric
|
Bugfix: Reflection Cubemap handling continued with "REFLECTION_FROM_CUBEMAP"
|
1716
|
2020-11-10
|
eric
|
Bugfix: support for CubeMap FBO attachment -> without rendering to cubemaps would not be possible
> PhongMaterial Demo still showing errors
Cleanup: deprecated code removed
|
1715
|
2020-11-10
|
eric
|
Bugfix: for better migration support we're using TAlphaColor for DesignTime instead of TAlphaColorF
Bugfix: Published properties of materials changed
|
1714
|
2020-11-08
|
eric
|
Feature: Began Deferred Rendering Implementation by directive "DEFERRED_RENDERING"
> textures for normals, texcoords, metallic, albedo, ambient, emissive, specular
Bugfix: gGorillaG3DLoader - wrong var name
Feature: ScreenSpaceReflections introduced, but not implemented yet
Feature: Gizmo Component (not finished)
Bugfix: TGorillaModel/TGorillaMesh for designtime usage optimized
|
1713
|
2020-11-06
|
eric
|
type errors removed
|
1712
|
2020-11-06
|
eric
|
Pathfinding:
Bugfix: GPU Exception on invalid index buffer data (wrong path rendering due to wrong index array size)
Bugfix: AV on applying empty path
|
1711
|
2020-11-01
|
eric
|
Bugfix: 10.3.2 FreeAndNil only working with variable and not with property
|
1709
|
2020-10-31
|
eric
|
Bugfix: TGorillaPhysicsCharacterController didn't worked, if not animation ani thread was available
Bugfix: TGorillaPrefabSystem added to components
Feature: TGorillaPrefabSystem with LoadAllPrefabsFromFile() and SaveAllPrefabsToFile()
|
1708
|
2020-10-31
|
eric
|
Refactor: Units for InputController moved to subfolders for better structuring
Bugfix: Package paths fixed after refactoring
|
1707
|
2020-10-31
|
eric
|
Refactor: Units for InputController moved to subfolders for better structuring
|
1706
|
2020-10-31
|
eric
|
Refactor: folders for devices added
Feature: HDI Joystick component units added
|
1705
|
2020-10-29
|
eric
|
Bugfix: Stored-Property for Animations, HAnim-Controllers
Bugfix: TGorillaAnimationManager now a TComponent class (better IDE support)
Feature: TGorillaPrefabSystem introduced to start managining *.prefab files (in dfm format)
> this allows
Feature: TGorillaModel with property "Source" and "Package" so load models at design-time
|
1699
|
2020-10-28
|
eric
|
Bugfix: optimized triangle-obb collision test (faster and more stable)
Bugfix: number of max. contacts increased to 96 for better support of detailled meshes (like terrain)
|
1698
|
2020-10-27
|
eric
|
Bugfix: merge bug removed
|
1697
|
2020-10-27
|
eric
|
Bugfix: Capsule-Triangle collision detection more stable
Bugfix: collider contact point now with normal
Bugfix: MoveSideways switch to allow camera rotation by mouse or by moveleft/moveright
Feature: ColliderPrefabs to allow configuration of colliders at designtime
|
1696
|
2020-10-27
|
eric
|
Bugfix: Gamepad DPad buttons for moving
Bugfix: Gamepad Handler on Windows not triggering multiple pressed buttons
Bugfix: InputController shutdown problem
Bugfix: PhysicsCharacterController with gamepad not working (refactored, but still no good results)
Bugfix: VirtualGamepad now dispatching events to input controller > works equal to physical gamepad
|
1695
|
2020-10-23
|
eric
|
Feature: TGorillaVirtualGamepad added > but produces duplicated sub-components due to wrong setup
|
1694
|
2020-10-23
|
eric
|
Bugfix: Restoring AssetClass after loading from .fmx on startup (designtime usage)
|
1693
|
2020-10-22
|
eric
|
Bugfix: missing model file format extensions: gltf + babylon
|
1692
|
2020-10-20
|
eric
|
Bugfix: temporary solution for input controlling
> the current state already triggers motion events by relinking OnInputEvent of TAndroidApplicationGlue
> it will dispatch to original OnInputEvent
|
1691
|
2020-10-11
|
eric
|
Bugfix: Q3 Scene provides "Iterations" property and TGorillaPhysicsSystem.Accuracy allows to access it
Bugfix: missing TGorillaSharedAtlasMaterialSource in component palette
Bugfix: TGorillaAnimationTransition & TGorillaAnimationTransitionLayer "DisplayName" property missing at DesignTime
|
1690
|
2020-10-10
|
eric
|
Feature: Async ParticleEmitter computation introduced
Feature: PhysicsInfluencer can now compute particles in background physics thread
Bugfixed: PhysicsEngine very buggy on threaded computation (CAUTION: optimization AABBTree needed!!!)
|
1688
|
2020-10-09
|
eric
|
Bugfix: AV on program exit in ParticlePhysics influencer
Bugfix: BroadPhase reduced to 1MB (for tests)
Bugfix: Introduced stack in ContactManager produces large memory blocks > replaced with TArray
BUG: TQ3DynamicAABBTree.DeallocateNode() producing problems!!!
|
1687
|
2020-10-09
|
eric
|
Bugfix: InputController crashes on shutdown when setting position,scale or rotation while already destroying elements
Bugfix: TGorillaAudioManagerController made independent from TGorillaFMODAudioManager
Bugfix: TriggerPointsManager did not use target position on static mode
Feature: TGorillaParticleEmitter now has a OnDispose event to trigger the moment directly before a particle getting deleted from memory
Bugfix: TGorillaPhysicsInfluencer optimized, now using cache for storing updates of particles instead of synchronizing each particle
Feature: TGorillaPhysicsSystem now provides OnBeginStep, OnEndStep, OnBeginUpdate and OnEndUpdate callbacks for better interaction with ParticleInfluencer
Bugfix: Physics engine broadphase raised to 4MB max. buffer size (allowing much more particles!)
Bugfix: Physics engine security checks for detecting buffer overflows and deprecated pointers
Bugfix: Physics engine now stores contact pointers in a stack, instead of reinitializing each time
Bugfix: Physics engine ignoring particles collision if not activated
Bugfix: Physics engine AABB tree did not clear node after removing (invalid pointer to collider remained)
|
1686
|
2020-10-02
|
eric
|
Bugfix: Sketchfab loader fails if GetFiles is working on an non-existing directory (Android)
|
1683
|
2020-09-30
|
eric
|
Notice: log message remove
Package: 10.3.2 package updated
|
1682
|
2020-09-30
|
eric
|
Bugfix: on 10.3.+ draw buffers were not requested
|
1680
|
2020-09-29
|
eric
|
Bugfix: Blending not working on Android (in 10.4.1) due to not requested max_draw_buffers
Bugfix: ParticleEmitter blending changed
|
1678
|
2020-09-29
|
eric
|
Bugfix: missing GL_MAX_DRAW_BUFFERS on GLESv2
|
1677
|
2020-09-29
|
eric
|
Bugfix: missing const "GL_MAX_DRAW_BUFFERS"
|
1676
|
2020-09-29
|
eric
|
Bugfix: GL_MAX_DRAW_BUFFERS reading added to elder versions
|
1675
|
2020-09-29
|
eric
|
Bugfix: Blending problems solved
> it's a problem in composite renderpass that the ContextTexture getting cleared while using in FS
Bugfix: FMaxDrawBuffers Check on changing blending
Bugfix: Blending removed from SmoothSetting
Bugfix: ParticleEmitter blending problems
Feature: FireParticleEmitter now with textures from resource
Bugfix: RainParticleEmitter made faster
|
1673
|
2020-09-28
|
eric
|
Bugfix: 10.1.1 support for blending by index
|
1669
|
2020-09-28
|
eric
|
Bugfix: RenderTarget texture problem
> this is just a dirty fix by using TGorillaTexture (dynamic) generally
> it was not possible to run with previous behaviour
|
1668
|
2020-09-28
|
eric
|
Bugfix: Texture Initialization
+ we need to check texture size due to restrictions
+ failure on Android for TLightMaterial textures
|
1667
|
2020-09-25
|
eric
|
Bugfix: in TGorillaMesh.Copy() routine an AV occured, if no Def was assigned
Feature: TriggerPoints "Tag" property introduced
|
1666
|
2020-09-25
|
eric
|
Bugfix: TriggerPointsManager didn't handle ClosestTriggerPoint() right
+ also introduced RelatedControl to detect TriggerPoints dynamically
+ OnTriggered / OnUnTriggered event introduced for point specific event handling
|
1664
|
2020-09-22
|
eric
|
Bugfix: Android context, missing parameter in changed RaiseContextExceptionFmt() routines
|
1660
|
2020-09-22
|
eric
|
Components Registration updated for new components
|
1659
|
2020-09-22
|
eric
|
Bugfix: Package from AOptions parameter instead from local var (mistake)
|
1658
|
2020-09-20
|
eric
|
Demo: Materials Demo with OnError callback method, Timer1 enabled on create, otherwise exceptions with OnError
|
1657
|
2020-09-18
|
eric
|
Bugfix: Sketchfab Plugin works for 10.3.2 - 10.4.1 (TDownloadUrl error in 10.1.2), TGorillaModel linking tested
Refactor: Missing implementations with TGorillaLoadOptions parameter added
Refactor: Package property in TGorillaLoadOptions needs to be TObject because of circular references
Demo: ModelLoader adopted for Sketfab loader
Demo: MultiForm adopted for 10.4+
|
1656
|
2020-09-18
|
eric
|
Refactoring: + Sketchfab Loader refactored to separated methods for each step
+ Checking destination directory for already cached files
+ using UID as destination folder for better project usage
Bug: still not possible to download zip-archive from cloud, because of #*?! TRESTClient which manipulates headers automatically, but incompatible!
|
1655
|
2020-09-16
|
eric
|
Bugfix: Sketchfab loader continued
> login = successful
> download request = successful
> downloading = fails
|
1654
|
2020-09-16
|
eric
|
Bugfix: OBJ loader bug fixed for bump textures + lower case texture-pattern detection ("map_kd" + "map_bump")
Demo: OBJ sponza activated
|
1653
|
2020-09-16
|
eric
|
Refactoring: TGorillaLoadOptions introduced
> a big problem was the growing parameter need for loading meshes
> to prevent from changing method headers over and over again we introduced an option structure to easily set all necessary
loading parameters
> this will be used for loading meshes from Sketchfab
Demo: Gouraud Material added to Materials demo
Demo: GLTF, Babylon and Sketchfab formats added to ModelLoader demo
|
1652
|
2020-09-16
|
eric
|
Update: login result format documented
|
1651
|
2020-09-16
|
eric
|
Feature: Sketchfab Downloader implementation started
> clientid + clientsecret received from sketchfab
|
1650
|
2020-09-15
|
eric
|
Bugfix: WBOIT Rendering damaged after fixing blending with FMX components
> the rendering in composition was based on correct previous blending
Bugfix: ITextureAccess problem on TGorillaTexture (has to be declared in 10.4+)
Bugfix: LayeredMaterial Rendering not working!
Feature: Password encrypted zip file unit (integration follows)
|
1649
|
2020-09-14
|
eric
|
Anpassungen für 10.3.3
|
1648
|
2020-09-13
|
eric
|
BUGFIX: ANDROID RENDERING WORKS WITH 10.4.0+ + BLACKSCREENS REMOVED WHILE G3D VIEWPORT USAGE
> Reason: previous blending was not stored while running G3D rendering pipeline to restore it afterwards
FEATURE: DoSetBlendFuncSeparateByIndex() and DoSetBlendEquationSeparateByIndex() introduced as protected methods
|
1647
|
2020-09-12
|
eric
|
Bugfix: Android blending defect due to invalid consts values
|
1645
|
2020-09-12
|
eric
|
Bugfix: Android support extended: new consts implemented
Bugfix: basic DoResize() method implemented
|
1644
|
2020-09-11
|
eric
|
FEATURE: 10.4.1 Android 32bit Support!!!
Bugfix: FMOD access sound that doesnt exists
Bugfix: Multiform fixed
Package: 10.4.0 fixed libs dir
Package: 10.4.1 added
|
1643
|
2020-09-10
|
eric
|
Bugfix: "VER340" added to parser settings
|
1642
|
2020-09-06
|
eric
|
Bugfix: Android 10.4.1 context adaption to FMX
Cleanup: Warnings removed
|
1641
|
2020-09-06
|
eric
|
Bugfix: Synchronization with main thread of framebuffer/uniformbuffer setup (only in mainthread allowed)
Bugfix: Bokeh shader
Bugfix: OBJ Loader with bump-mapping support
Bugfix: Particle influencers were not timebased stable (deltatime not used)
Bugfix: Q3 Physics with separation of LockRotAxis and LockMoveAxis
Refactoring: LoadCubeMapFacesFromPath() parameters renamed to suit standard
Feature: AudioManager introduced for automatic controlling of sounds by InputController inputss
Feature: Helper functions to update hotkeys
Feature: Transform() method introduced to transform an animation, f.e. to easily mirror it
Feature: SetFrustumCullingCheck() in TGorillaControl for easily setting FrustumCheck for all meshes in a model
Feature: TGorillaParticleEmitter.ForceUpdate() introduced for manual particles update
|
1634
|
2020-08-05
|
eric
|
Bugfix: black windows on Android, when including Gorilla3D
> due to new blending handling, default fmx components got invisible in rendering
> TBlendFactorHelper and TBlendEquationFuncHelper introduced for OpenGL independent values
> we have to separate the delphi enum value from the opengl constant value by conversion methods
Demo: MultiForm demo cleaned up for testing multi windows with fmx components
|
1633
|
2020-08-05
|
eric
|
Bugfix: DIRTY HACK
This is a dirty fix to support DirectX/OpenGL Texturing Bridge!
Because on Windows Delphi uses DirectX9/11, it'll create textures in D3D
with an row-alignment of 32 bytes (see "TCanvasD2D.DoMapBitmap()")
In OpenGL we use 1Byte-alignments instead due to special texturing.
(this may not be as performant, but it uses the exact memory and copying
from/to OpenGL is easier.
When using TEffect components the FEffectBitmap (with 32Byte-alignment)
will be applied to an opengl shader (1Byte-alignment)! This will only
work for width's dividable by 32px. Otherwise it produces diagonal lines.
|
1632
|
2020-08-04
|
eric
|
Bugfix: DoCopyToBits() routine still buggy on using TEffect components for width's undevidable by 4
Feature: ForceUpdateEffects() introduced to update effects on viewport if they were changed
|
1631
|
2020-08-02
|
eric
|
Bugfix: AV on resizing FBO's with FMX filters
> still trashy rendering on some scaling
|
1630
|
2020-08-01
|
eric
|
Bugfix: Gorilla.Filter.Standard GLSL shaders for windows on 10.4+ added (otherwise only DX9/DX11)
|
1629
|
2020-07-30
|
eric
|
Demo: Materialsdemo with all FMX effect to switch
> useful for debugging compatibility with FMX
Feature: FrameBufferObject with Size property
Bugfix: DoCopyToBits() with security functionality to test if buffers are compatible
> still defect rendering on viewport resizing
Bugfix: warnings removed
|
1627
|
2020-07-30
|
eric
|
Removed: lib\demos removed, because not used anymore
|
1626
|
2020-07-29
|
eric
|
Bugfix: FMX PostEffects not working anymore
> effects were still using DX9/DX11 shaders instead of GLSL shaders
> default buffer not bound
Caution: effect rendering still defect!!!
|
1625
|
2020-07-28
|
eric
|
Feature: Bokeh Shader
+ Optimized shader variables > multiple properties encapsulated in a single uniform variable
+ Refactoring "Fstop" renamed to "Vignette"
+ Introduced Shader properties: VignetteFade, BlurSamples, BlurRings for better configuration
|
1624
|
2020-07-28
|
eric
|
Bugfix: Bokeh rendering - manual DOF now possible again!
|
1623
|
2020-07-28
|
eric
|
Bugfix: SetOpacity() > SetOpacityValue() because an internal method already exists
Bugfix: Bokeh-Demo mouse control fixed
|
1622
|
2020-07-27
|
eric
|
Bugfix: AnimationController fixed states
Bugfix: Terrain CVLOD threading problem fixed, Synchronize() > Queue() refactored
Terrain-Demo: AnimationTransitions for WalkAim fixed
Demos: optimized
|
1621
|
2020-07-25
|
eric
|
Bugfix: VoxelTerrain with chunk array boundary checks, RandomVoxels() now fills voxels in plane
> current setup produces 26 Mio. Vertices
|
1620
|
2020-07-24
|
eric
|
Bugfix: Voxels integrated in VoxelTerrain Chunk
> Testing with 128 Voxels in 729 Chunks successfully
|
1619
|
2020-07-24
|
eric
|
Bugfixing: VoxelTerrain
|
1618
|
2020-07-24
|
eric
|
Feature: VoxelTerrain Demo added
Feature: TerrainDemo with AnimationController and further transitions
Bugfix: Bokeh Blending deactivated
Bugfix: Billboard with flags presetting, AddSourceObjects from array, AV if vertexsource/indexsource not assigned
Bugfix: TMeshDef IsStatic set if really a buffer object can be created
|
1617
|
2020-07-24
|
eric
|
Bugfix: Bokeh blending deactivated for better results, 2 modes of bokeh available
|
1616
|
2020-07-15
|
eric
|
Feature: AnimationControllerEditor added
Feature: AnimationTransitionFrame for editing transitions of an animation controller
Bugfix: ModelViewer extended and bugs fixed
Bugfix: arrows on lines between patterns
|
1615
|
2020-06-30
|
eric
|
Bugfix: TGorillaCharacterController AddState/RemoveState fixed
Bugfix: TGorillaFirstPersonController default speed reduced + LockYAxis = true by default
Bugfix: TGorillaAnimationController unset "OnFinish" event, if tmImmediatly was used by transition > otherwise a late animation switch will be caused
|
1614
|
2020-06-30
|
eric
|
Bugfix: LockXAxis, LockYAxis, LockZAxis introduced
> it was possible to let the first person controller fly when looking in up or down direction
> by LockYAxis = true, you can supress this behaviour
Bugfix: first attempt to disable mousehook on debugging (high-performance mouse hook makes debugging extremly slow)
|
1612
|
2020-06-29
|
eric
|
Feature: LayeredMaterial is now overwriteable - used by TGorillaVoxelTerrain
Bugfix: FirstPerson Controller > crouch/crawl up and down animation triggering fixed
Bugfix: AnimationController transitions can now be configured as looped
Bugfix: AnimationController lastDispatch stored to be recalled on animation finished (for sequential animations)
Refactor: "tmSequential" > "tmSequentially"
|
1611
|
2020-06-28
|
eric
|
Feature: TGorillaCharacterControllerHotKey.fpCrawling introduced
Feature: TGorillaTriggerPoint now configurable if detection works only in viewdirection or surrounding
Feature: TGorillaPhysicsCharacterController with GravityScale property to configure behaviour easily
Bugfix: better values for physics character controller (faster movement)
|
1610
|
2020-06-27
|
eric
|
Bugfix: Q3 Physics CapsuleCollider fixed offset - collision detection always had some kind of offset to the terrain/mesh due to invalid tip/base computation
Bugfix: GorillaPhysicsCharaterController with better prefab values for movement by velocity > character now never flies through air > Problem: bounce-off problem due to high gravity scale
|
1609
|
2020-06-26
|
eric
|
Bugfix: Q3 Physics XToMesh colliders not stable on every terrain
Bugfix: Q3 Physics MeshCollider only added if vertex data available - instead it lead to AV
Refactor : q3MeshToCapsule > q3CapsuleToMesh
Bugfix: Q3 Physics OnUpdate not for static bodies
Bugfix: TGorillaPhysicsCharacterController using RemoteBodyVelocity instead of RemoteBodyForce > better performance
Bugfix: GLTF loader now supports index-array with Int32 and Int16
Feature: TriggerPoints now support static and dynamic type for triggering points on moving objects
|
1608
|
2020-06-21
|
eric
|
Bugfix: Capsule Collider
Bugfix: AccesViolations
|
1607
|
2020-06-19
|
eric
|
Bugfix: MeshCollider transformation bug fixed
Bugfix: uniformation of TerrainCollider and MeshCollider
Bugfix: Compilation restored for 10.4.0 Sydney
> not tested yet!
Code cleaned up
"NEXTGEN" compiler directive not set anymore for ANDROID, therefore with switched directives to "Defined(ANDROID) OR Defined(IOS)"
|
1605
|
2020-06-19
|
eric
|
Feature: began 10.4.0 Sydney support
|
1604
|
2020-06-15
|
eric
|
Feature: began Babylon fileformat for a customer
Feature: TLightDef introduced for models
|
1603
|
2020-06-12
|
eric
|
Feature: TGorillaPhysicsCharacterController introduced and Terrain Demo cleaned up
Feature: CharacterController with new state "aiming" for walking with aiming somewhere, f.e. shooting or zooming
Feature: TQ3Body with OnSleep / OnWakeup events
Bugfix: OnIdle not called after jumping and boosting
|
1602
|
2020-06-11
|
eric
|
Feature: AnimationController allows now to save/load from file or stream
Bugfix: OnIdle fixed, because it was called on every state change
Bugfix: Transition detection by hashmap (faster implementation, than iteration)
Bugfix: ForceStep() with MinDeltaTime to allow controlled update
Bugfix: IsZero() with optional Epsilon value
|
1601
|
2020-06-10
|
eric
|
Bugfix: Android Compatibility restored
Bugfix: Packages with wrong unit name
|
1600
|
2020-06-10
|
eric
|
Feature: TGorillaAnimationController introduced
> allows to handle animation switches automatically
> this is used in terrain demo for archer-model movement by third-person controller
Feature: TGorillaCharacterController introduced
> basis class for FirstPerson and ThirdPerson controllers
> better abstraction level possible
packages adopted for the source files
|
1599
|
2020-06-09
|
eric
|
Bugfix: DAE Model now sets the animation name no longer to "Animation%d", but instead to the animation filename
Demo: Terrain demo updated for archer model and animation management
|
1598
|
2020-06-09
|
eric
|
Packages updated with all new units
Bugfix: Scripting Lib fixed for GorillaScript
|
1597
|
2020-06-09
|
eric
|
Bugfix: TGorillaAnimationManager.ForceStep() > if AniThread not assigned
Bugfix: Colliders for capsules did not worked in terrain demo (maybe wrong)
Bugfix: TQ3Scene now extending TComponent to handle ComponentState
|
1596
|
2020-06-09
|
eric
|
Feature: TGorillaAnimationManager.ForceStep() introduced
> because with InputController handling the TAniThread Timer will not execute ProcessAnimation() as stable as expected
> by ForceStep() we can update animations even if TAniThread was not called by FMX
|
1595
|
2020-06-09
|
eric
|
Bugfix: PhysicsSystem now supports only one method for AddBoxCollider, AddSphereCollider and AddCapsuleCollider with TControl3D parameter instead of TCustomMesh and TGorillaMesh > this allows to create a body for a TDummy
Bugfix: TOnFirstPersonRotateEvent published and extended for more data input
Bugfix: 10.1 Support for DispatchMouseMessage and DispatchGamePadMessage (local variable needed for parameter, due to unsupported closure behaviour)
Feature: SetAbsoluteTransformation() alternative added to TControl3DHelper
Demo: Terrain demo changed to use ThirdPerson Controller with a character
|
1594
|
2020-06-08
|
eric
|
Feature: ThirdPerson Controller added based on FirstPerson Controller
Bugfix: NormalizeAngle() on rotation for FirstPerson Controller
Bugfix: Physics shutdown with thread was freezed when suspended before destruction
Demo: Terrain demo can now use FirstPerson or ThirdPerson controller
Feature: Physics RemoteBodyVelocity() added to set velocity directly
|
1593
|
2020-06-07
|
eric
|
Bugfix: FirstPersonController
+ better options to overwrite default movement / behaviour
+ OnRotate event
Bugfix: Q3 Physics
+ body slop property introduced
+ SetLinearForce, SetForceAtWorldPoint and SetLinearImpulseAtWorldPoint introduced
+ BoxToTerrain fixed (now stable!)
+ MeshToMesh introduced, but not working
Bugfix: TQ3SimulationThread
+ AutoUpdate property introduced for better individualization
+ Interval property introduced for better individualization
Bugfix: Capsule Mesh not updated on size changes
Demo: Terrain Demo with FirstPersonController and Physics Terrain Collision Detection
|
1592
|
2020-06-06
|
eric
|
Bugfix: FirstPersonController can now detect if it's attached to a Control3D or standalone
> it will move the parent if it was attached
Bugfix: Q3 Physics TGorillaColliderSettings can now lock axis and set dampings
Test: Terrain Demo with capsule collider in combination with FirstPersonController
|
1591
|
2020-06-06
|
eric
|
Refactor: FirstPersonController types refactored with "Gorilla" prefix
Feature: TGorillaTriggerPointManager introduced
> connectable to TGorillaFirstPersonController
> will automatically perform triggerpoint lookups on movement and raises the corresponding event
|
1590
|
2020-06-05
|
eric
|
Feature: FirstPersonController now offers more events for individualization
like OnIdle, OnMove, OnBoost, OnCrouch, OnJump, OnClick, OnCustomAction, OnNavigate, OnStart, OnMode, OnBack,
|
1589
|
2020-06-03
|
eric
|
Bugfix: states as parameter in OnTriggered event
Bugfix: configurable jumping-height and crouching-height
Bugfix: crouching need scale down the controller dummy, intead of moving Camera
> this is necessary to handle collision detection in future
|
1588
|
2020-06-03
|
eric
|
Bugfix: FirstPersonController
+ Mouse Sensitivity reduced to zero, because on laptop performance is bad on 1ms
+ better organized TFirstPersonHotKey values
+ linking default events with gamepad events
|
1587
|
2020-06-02
|
eric
|
Bugfix: threadlocking problem solved
DispatchGamePadMessage/DispatchKeyMessage/DispatchMouseMessage have to synchronize with main thread
Bugfix: InputController shutdown problem solved
|
1586
|
2020-06-02
|
eric
|
Bugfix: GamePad Controller Support
> extended XInput implementation
> TGorillaCustomGamePad type removed
> Dispatching raw gamepad messages to controller
CAUTION: a threading sync problem! first person controller events are still in handler thread
|
1585
|
2020-06-01
|
eric
|
Bugfix: after raycast on bvh was fixed, terrain billboarding doesn't worked anymore
> fixed it
|
1584
|
2020-06-01
|
julz
|
Raycast Intersection Improvements.
|
1583
|
2020-05-29
|
eric
|
Bugfixes:
+ InputController now differs between Activated/Deactivated
+ Mouse Button HotKey detection
+ GamePad events forwarded as raw callbacks
+ Gorilla.Controller.Input.Types unit introduced for a central position of global types
|
1577
|
2020-05-27
|
eric
|
Bugfix: TFirstPersonState introduced in FirstPersonController for better control of different movement-states
Bugfix: KeyboardHandler now caches keys for better keydown performance (windows messages come with a delay!)
Bugfix: TThread.Synchronize replaced with TThread.Queue for better performance
Caution: GamePadHandler still sometimes blocks on disabling
|
1576
|
2020-05-25
|
eric
|
Feature: TGorillaSharedMaterialSource introduced as material to share resources like textures
Feature: TGorillaSharedAtlasMaterialSource extends TGorillaSharedMaterialSource to use it for atlas-texturing
|
1575
|
2020-05-24
|
eric
|
Bugfix: TGorillaMesh
if no FDef is assigned > we need to raycast on TMeshData structure
Bugfix: Capsule-Triangle Collider
Bugfix: Physics Scene Thread assignment
|
1574
|
2020-05-23
|
eric
|
FirstPerson Controller:
+ OnTriggered event to handle hotkeys individually
+ "UseDefaultBehaviour" to activate/deactivate default hotkey handling
+ Sensitivity set to 0 for better mouse performance
+ "Enabled" property introduced to enabled/disable firstperson controller
+ Crouching default behaviour implemented
|
1573
|
2020-05-23
|
eric
|
Bugfix: Capsule-Box, Capsule-Sphere and Capsule-Capsule Collision Detection more stable
|
1572
|
2020-05-23
|
eric
|
+ Physics: Capsule-Collider added: working with Box-Collision already (Sphere, Capsule and Terrain collider TODO)
+ TCacheList<T> type added, as alternative to TList<T>, because TList will increase memory in huge steps, which could lead to serious memory issues
+ Bugfix: > CAUTION!!! TCustomMeshHelper.SetAbsoluteTransformation() > changed from Rotation.Inverse()
|
1571
|
2020-05-22
|
eric
|
Feature: timer thread component added
|
1570
|
2020-05-22
|
eric
|
Bugfix: FirstPersonController
Sensitivity, LockTime and mouse-buffer fix
|
1568
|
2020-05-20
|
julz
|
Bugfix: RayCastIntersect on transformed mesh fails BoundingBox test.
|
1567
|
2020-05-19
|
eric
|
Bugfix: Capsule mesh fixed, normals fixed, texture coordinates fixed
|
1566
|
2020-05-19
|
eric
|
Bugfix: Capsule mesh procedural computation fixed - texture coordinates are still wrong
|
1565
|
2020-05-18
|
eric
|
Feature: began with implementation of capsule mesh (not working!)
|
1564
|
2020-05-18
|
eric
|
Feature: TGorillaGroup inherited from TGorillaTransform and added to components palette
Feature: diverse classes registered for cloning those with TGorillaModel/TGorillaMesh
Bugfix: 10.1.2 package project adopted
|
1563
|
2020-05-17
|
eric
|
Bugfix: FirstPerson Controller
+ RotationDragMode implemented to allow rotation only when mouse is down
+ Jump|Crouch HotKey added
+ multiple hotkey support to allow movement by parallel pressed WASD keys
|
1562
|
2020-05-17
|
eric
|
Feature: FirstPerson Controller
+ Still a bit stuttering on overrun with mouse
+ Physics RigidBody implement
|
1561
|
2020-05-16
|
eric
|
+ Bugfix: Static-Rendering
+ Bugfix: RayCast methods fixed and optimized for TGorillaMesh and TMeshDef
+ Feature: Copy() method implemented with copy-counting
+ Feature: IsStatic can be set directly on TGorillaModel/TGorillaMesh
+ Code cleanup
|
1560
|
2020-05-14
|
eric
|
Bugfix: RayCastIntersect() function fixed with transformation info + optimization
|
1559
|
2020-05-14
|
eric
|
RayCastIntersect() Anpassungen begonnen: noch nicht funktionsfähig!
|
1555
|
2020-05-08
|
eric
|
Bugfix: local vars "l_Displace" and "l_ClippingPlane" introduced (TGorillaGLSLVertexShaderLocalsNode, TGorillaGLSLClippingPlaneGetNode) for better node handling
Bugfix: WaterShader l_Displace adapted
|
1552
|
2020-05-08
|
julz
|
Skybox Bugs fixed.
|
1550
|
2020-05-05
|
eric
|
Bugfix: removed compilation errors on 10.1.2 project
|
1548
|
2020-05-03
|
eric
|
Bugfix: ClippingDistance computation optimized
|
1546
|
2020-05-03
|
eric
|
Bugfix: BlendFunc, BlendSource and BlendDest can now be set individually on particle emitter > "TGorillaParticleBlending" removed
Bugfix: Particle Normal property introduced
Feature: v_TBN_UT introduced for untransformed (tangent, binormal and normal) values
|
1541
|
2020-05-01
|
eric
|
Bugfix: TextureCoordinates fixed for TGorillaCone, TGorillaCube, TGorillaTube and TGorillaCylinder
|
1540
|
2020-05-01
|
eric
|
Bugfix: torus mesh length computation was not correct
invalid indices were instanciated pointing towards unsigned vertex indices (lead to AV)
Bugfix: GLTF model import of skinning further fixes (still not working!)
Bugfix: ComputeTangentsAndBinormals() with exception handling on invalid vertex indices
|
1539
|
2020-04-27
|
eric
|
Bugfix:
+ TCustomMesh replaced by TControl3D in various methods
+ new variations for RemoteBodyTransform(), RemoteBodyImpulse() and RemoteBodyForce()
+ Exception on using TGorillaModel in AddMeshCollider(): because model is just a container, no meshdata could be provided, which lead to followed problems > now the first mesh will be selected for the mesh collider
+ Physics-Demo: key-down event added to move a cube
|
1538
|
2020-04-24
|
eric
|
Bugfix: GLTF joint transformation fixed in hierarchy
|
1537
|
2020-04-22
|
eric
|
GLTF-Loader
+ Bugfix: Joint-TransformationMatrix not correct in hierarchy
+ Bugfix: Empty meshes to represent node-tree hierarchy
+ Bugfix: OrderedMeshes array introduced, because not always a "name" property is given
+ Bugfix: EmptyMaterial cleared on DoPreloadMaterials()
+ Feature: Embedded Binary Data supported
|
1536
|
2020-04-20
|
eric
|
Bugfix: UnifyInterpolators extended to use also TQuaternion3DInterpolatorDef for rotations
Bugfix: Duration not set after normalizing time key
|
1535
|
2020-04-20
|
eric
|
Bugfix: GLTF Import erstellt nun einen TQuaternion3DInterpolatorDef für die Rotation
Bugfix: GLTF Import normalisiert die TimeKey Values auf 1 Sekunde
Bugfix: TControl3DHelper mit "Quaternion" Eigenschaft versehen, um Rotation durch einen Quaternion abzubilden
Bugfix: TQuaternion3DKeyAnimation auf "Quaternion" Eigenschaft umgebaut
Doc: UnifyInterpolators() Dokumentation erweitert
|
1534
|
2020-04-19
|
eric
|
Feature: GLTF Format added
+ loading static meshes with multi materials
+ TODO: complete loading animations
+ TODO: sparse accessors missing
+ TODO: embedded binary
Feature: optimized OBJ Import
+ better format support
+ translucency support
+ shading model (extension) support
Feature: new TQuaternion3DKeyAnimation/TQuaternion3DInterpolatorDef implemented
Feature: TAnimationDef.UnifyInterpolators() method to summarize Position-Rotation-Scale Interpolators into a single Transformation-Interpolator
Feature: TInterpolatorDef now allows to set path, which property to manipulate
Feature: TGorillaMesh with SetTwoSide() and SetOpacity() method to set values for all sub-meshes
Bugfix: Reflection-Renderpass > plane distance not correct
Bugfix: Refraction-Renderpass with surface definition to allow correct clipping plane
Bugfix: Billboard component was not able to handle new OBJ models anymore (too deep encapsulated meshes)
|
1533
|
2020-04-09
|
eric
|
Feature: OBJ Import
+ "Sh" Tag for MTL file to define the shading model
|
1532
|
2020-04-09
|
eric
|
Feature: OBJ Import optimized
+ less memory usage
+ color clipping import
Feature: Color Clipping in default shader implemented
Bugfix: TGorillaTextureAsset do not caching image data in TBitmap, instead it loads the texture at runtime
Optimize: GORILLA_POLYGON_MAXSIZE set to 12 (prev. 16)
Optimize: many security checks if objects are assigned
|
1531
|
2020-04-03
|
eric
|
CAUTION: *.OBJ IMPORT DEFECT
|
1530
|
2020-04-01
|
eric
|
Bugfix: color values fixed in context
Bugfix: bokeh shader fixed (still strange flickering result)
Bugfix: custom-depth-pass and refraction-pass fixed regarding the depth-texture format
|
1529
|
2020-04-01
|
eric
|
Bugfix: Bokeh shader compatibility for GLES v3
> CAUTION: not working anymore
|
1528
|
2020-04-01
|
eric
|
Bugfix: GLSL precision fix after VMWARE issue
Bugfix: Depth Textures with wrong datatype
Bugfix: water material with default tiling 2,2 removed
|
1527
|
2020-04-01
|
eric
|
Bugfix for OpenGL 3 ES on Windows platform
> FMX materials do not set a GLSL version, therefore we need a special treatment like on Android
|
1526
|
2020-04-01
|
eric
|
Bugfix: missing {$ENDIF} defines
|
1523
|
2020-03-31
|
eric
|
Bugfix: OpenGL 3 ES LayerdMaterial + POMMaterial
|
1522
|
2020-03-31
|
eric
|
Bugfix: Splatmap Shader not working on OpenGL 3 ES
|
1521
|
2020-03-31
|
eric
|
FEATURE: VMWARE OpenGL 3 ES Support implemented (compiler directive "VMWARE")
Bugfix: OBJ mesh id may produce duplicated names
|
1520
|
2020-03-30
|
eric
|
Bugfix: Torus AV
Bugfix: Cube new construction algorithm due to wrong normals
Bugfix: Shutdown Android Context
Bugfix: GLSL GetNormalNode
|
1519
|
2020-03-27
|
eric
|
Bugfix: enabled normal computation generally (water shader did not worked anymore)
|
1517
|
2020-03-25
|
eric
|
https://dev.diggets.com/view.php?id=75
Bugfix: ColorSwitch on MSWINDOWS platform due to BGRA textures
Bugfix: Multisample Fix for GL_ES_VERSION_3_0 (not supported yet)
Bugfix: BSON > XML doc <see> tag fix
Bugfix: MaterialsDemo
|
1515
|
2020-03-16
|
eric
|
https://dev.diggets.com/view.php?id=67
Bugfix: MemoryLeak + AV on TGorillaModel / TGorillaMesh destruction
Bugfix: TBitmap Memory Leak in TGorillaViewport removed
Materials Demo added
|
1514
|
2020-03-15
|
eric
|
https://dev.diggets.com/view.php?id=71
Bugfix: Wrap-Mode not working on split up meshes
> New method implemented to retrieve the bounding box without MeshMatrix adjustment "GetUnwrappedBoundingBox()"
|
1513
|
2020-03-14
|
eric
|
Feature: mesh splitup in sub meshes, if index/vertex number limit reached (on mobile devices!)
This is only applicable to static and NOT ANIMATED meshes!
|
1512
|
2020-03-12
|
eric
|
https://dev.diggets.com/view.php?id=65
STL Exporter: Solidworks and some other test-files crashed detection if binary or ascii format
STL Exporter: completely refactored text parser for better support (is now more flexible)
|
1511
|
2020-03-11
|
eric
|
Bugfix: TGorillaGLSLGetNormalNode did not sets l_Normal when texturing was deactivated
|
1509
|
2020-03-11
|
eric
|
Added to Package: Torus, Cone and Tube primitives
|
1507
|
2020-03-09
|
eric
|
Bugfix: Torus Mesh
Bugfix: Tube Normals
|
1506
|
2020-03-09
|
eric
|
Bugfix: NormalMapping
Bugfix: RenderingList need to ignore submeshes if parent mesh is not visible
Bugfix: Cone, Torus, Tube > still inverted triangles
Bugfix: Sphere, Cube, Cylinder with ComputeTangentsAndBinormals() implementation
Refactor: ModelViewMatrix > ModelMatrix
Refactor: WorldVertPos > WorldViewProjVertPos
Refactor: v_EyeVertPos > v_TransfVertPos
Feature: ParallaxOcclusionMapping Material
|
1505
|
2020-03-09
|
eric
|
Primitives added: Cone, Torus, Tube
|
1504
|
2020-03-04
|
eric
|
EasyAR HConv Tool - compatibility mode for v3.0.0, v3.0.1 and v4.0.0
|
1503
|
2020-03-04
|
eric
|
EasyAR: Lib files v4 merged
|
1502
|
2020-03-04
|
eric
|
EasyAR v4.0.0 migration (beginning)
missing: "intf\*", "lib\SparseSpatialMap+", JNI files
|
1501
|
2020-03-03
|
eric
|
Bugfix: scripting was defect due to
+ incorrect function result pushback to stack - misleading condition to detect if a result needs to be pushed back
+ "nil" value not reminded by usage as CLASS or OBJECT
+ TArray type could not always be found by compiler
|
1500
|
2020-03-03
|
eric
|
Bugfix: 10.1+ TStack<T> has no access to array of stack values > solved by TStackHack class
|
1499
|
2020-01-31
|
eric
|
Optimize: WBOIT Rendering shaders optimized (looking a bit better now)
Bugfix: Fog computation now before WBOIT computation (important for fluently color)
Bugfix: ParticleEmitter now working better with WBOIT
|
1498
|
2020-01-30
|
eric
|
Documentation of correct WBOIT
|
1497
|
2020-01-30
|
eric
|
Bugfix: TGorillaCustomLayer3D introduced as basis for Gorilla3D layers
Bugfix: buffer destruction in Layer3D failed
|
1496
|
2020-01-30
|
eric
|
Bugfix: WBOIT rendering destroyed after changes
|
1495
|
2020-01-30
|
eric
|
Bugfix: TContextShaderVariable for texture in default shader not set the correct shader kind
Bugfix: PoolTexture[1] only create in pixelshader (not in both)
|
1494
|
2020-01-30
|
eric
|
Bugfix: DAE Mesh now support sub meshes
|
1492
|
2020-01-27
|
eric
|
Bugfix: missed to set "l_Alpha" in default shader for none-lighting shaders
Bugfix: TextLayer3D using now the default material for rendering > WBOIT works now
Feature: FindTexturePoolEntryByName() in default material
Feature: TGorillaLayout3D and TGorillaLayer3D added with translucent rendering
Assets: new textures for demos added
|
1491
|
2020-01-24
|
eric
|
Bugfix: Gorilla.Layers missing in packages
Bugfix: WaterMaterial > WaveSize and WaveSpeed limitation to 1.0
Bugfix: "Opaque" property not published by TGorillaControl
|
1486
|
2020-01-23
|
eric
|
Bugfix: 10.2.3 Android compilation fixed
Bugfix: package project files paths
|
1482
|
2020-01-23
|
eric
|
Bugfix: DesignTime Errors in Terrain, Water and Splatmap Material
Bugfix: DesignTime Errors in RenderPass Controllers for Reflection, Refraction
Demo: InputController removed from Terrain demo
Refactor: "Texture" not published anymore in DefaultMaterial > need to be published explicitly
|
1481
|
2020-01-23
|
eric
|
Bugfix: VolumetricNoise Component still not working, but with better shader code
Bugfix: TEXTURE3D changes killed Android compilation
Bugfix: OpenGL value conversion for texture kind and binding moved to TGorillaTexture (multiple source code removed)
|
1480
|
2020-01-22
|
eric
|
+ GetFormatAndType for TGorillaTexture
+ GetFormatAndType() with internalformat
+ VolumeRendering continued
|
1479
|
2020-01-21
|
eric
|
Feature: Texture3D
+ R8 Texture-Format introduced
+ "WrapR" property in TGorillaTexture(Bitmap) introduced
+ TGorillaTextureWrapHelper introduced for converting to OpenGL values
+ Set3DSize() introduced
+ UpdateBuffer() introduced
+ GetFormatAndType() for centralized format and datatype value conversion
+ UpdateCubeMap() renamed to UpdateCubeMapFace()
+ VolumetricNoise component compilable
+ Noise Utils compilable
+ SCurve() and RandomFloatRange() introduced
|
1478
|
2020-01-21
|
eric
|
NEW: Volumetric Noise Component with Texture3D + Gorilla.Utils.Noise
Bugfix: TGorillaCubeMapTextureBitmap edited (not used yet)
|
1477
|
2020-01-20
|
eric
|
Bugfix: Fog settings moved to context, to access those from default material
> fog implementation in composite renderpass is not bugfree -> artifacts!
Cleanup: Warning/Notices removed
Bugfix: compiler directive "GL_ES_VERSION_2_0" not always correct (instead: "GL_VERSION_2_0")
Bugfix: Skybox Material refactored due to Fog changes
Feature: "_EyePos" shader variable now available in default shader
Feature: TGorillaGLSLFogFuncNode + TGorillaGLSLFogApplyNode implemented in default shader with new uniform variables
Bugfix: WaterMaterial "ViewPos" uniform replaced with new default "EyePos" uniform
|
1476
|
2020-01-20
|
eric
|
Bugfix: HighRes on Android not working correctly anymore (scaling kills context)
Refactor: TGorillaCubeMapSide renamed to TGorillaCubeMapFace
Refactor: "Texture" parameter in context renamed to "ATexture" to prevent missleading usage with context property
Demo: Transparency-Demo with Skybox on Android
|
1474
|
2020-01-19
|
eric
|
Bugfix: RenderPass > Refraction, Reflection missed Position and Alpha Texture for WBOIT Rendering
Bugfix: destroyed WBOIT Rendering after Android adaption
Feature: CubeMap Texture Support completed!!!
Feature: published AlphaTexture & PositionTexture in Viewport (needed in RenderPasses FBOs)
Feature: SkyBox rendering changed to CubeMap!!!
|
1473
|
2020-01-17
|
eric
|
Bugfix: BuildShader Exceptions not while DesignTime
Bugfix: Displacement ShaderCode optimized and splitted up in separated nodes for better modification
Bugfix: WaterMaterial fixed for DefaultMaterial usage > textures are now correct
|
1470
|
2020-01-16
|
eric
|
Bugfix: durch Anpassung für 10.1.1 und 10.2.3 Kompilierbarkeit für 10.3.3 verloren
|
1468
|
2020-01-16
|
eric
|
Bugfix: FBitmap and FTexture made private to prevent users from manipulating resulting image (f.e. deactivating watermark)
|
1467
|
2020-01-16
|
eric
|
added "ide" directory for property editors or general Gorilla3D IDE editors
|
1466
|
2020-01-16
|
eric
|
Fix: source code year comment edited to 2020
|
1465
|
2020-01-16
|
eric
|
Migrate: SourceCode for Android made compileable again for 10.1.1
Bugfix: IdGlobal.DebugOutput() replaced by FMX.Types.Log.D()
Bugfix: IndySystem (by IdGlobal.pas) removed from packages
Bugfix: Gorilla.Mesh DoRayCastIntersect() did not checked if FDef is assigned (Problem at DesignTime)
|
1463
|
2020-01-16
|
eric
|
Packages updated with new units and settings
Fix: WaterMaterial NormalTexture renamed to NormalMap
|
1461
|
2020-01-14
|
eric
|
Bugfix: Migrated for 10.2.3 Android
|
1458
|
2020-01-13
|
eric
|
Bugfix: WaterMaterial migrated to DefaultMaterial
|
1457
|
2020-01-13
|
eric
|
Bugfix: DefaultMaterial no longer automatically sets texturing and texture0 defines (misleading behaviour)
Feature: WaterMaterial migrated to DefaultMaterial (NOT WORKING YET!)
Demo: TechDemo1 migrated to new WaterMaterial
|
1456
|
2020-01-13
|
eric
|
- Feature: Fog-Implementation in Deferred Composite Pass
- Feature: AttachTextureToDefaultBuffer() method in context to attach a global position texture
- Feature: TGorillaTextureKind implemented (not completely) to support 3DTextures and CubeMaps
|
1455
|
2020-01-10
|
eric
|
+ GrassShader with CutoutLevel
+ WaterShader with separated DisplacementMapTexture
|
1454
|
2020-01-09
|
eric
|
ParticleEmitters fixed for OIT Rendering
> IsTextureAtlas needs to be set while LoadTexture instead of constructor, like UseTexture property
> Particle.Normals shall not be filled with velocity value - otherwise it leads to black particles, due to failed lighting computation
> Default GLSL shader fixed for non-lighting particle materials
Feature: FireEmitter now supports functions for LoadBackTexture() and LoadSmokeTexture() to load back and smoke textures instead of accessing properties.
Particles Demos fixed for 10.3.3
|
1453
|
2020-01-09
|
eric
|
https://dev.diggets.com/view.php?id=52
Bugfix: Layered Material fixed with blending
|
1451
|
2020-01-07
|
eric
|
Bugfix: Android x64 Fixes for Imaging Components (static array problems)
|
1450
|
2020-01-06
|
eric
|
Bugfix: 10.1 working again
Bugfix: 10.3.3 demos working again
Bugfix: TGorillaPhysicsSystem.AddMeshCollider() with static meshes
|
1449
|
2020-01-05
|
eric
|
Bugfix: Android Translucent Rendering fixed on Orientation change
Bugfix: DefaultShader Color Merging (better algorithm used)
Feature: FogRendering added (not implemented yet)
|
1448
|
2020-01-02
|
eric
|
Bugfix: Translucent Rendering on Android
> not perfect yet! on screen-orientation changed, buffers are defect
NEXTGEN compiler directive replaced by ANDROID/MSWINDOWS
|
1447
|
2019-12-31
|
eric
|
Bugfix: GLES v2 working again - translucent rendering destroyed the code in some places.
|
1446
|
2019-12-29
|
eric
|
- TranslucentRendering with fixed RenderPasses
- Context FBO's replaced with TFrameBufferObject
- ErrorMessage on ShaderProgram Linking Error
- RenderContext added
- TFBOTextureMap: optimized
- Code Cleanup
|
1445
|
2019-12-17
|
eric
|
New unit to register only audio components
|
1443
|
2019-12-16
|
eric
|
FEATURE: 1st Deferred Rendering Stage > Weighted Blended Order Independent Transparency Rendering!
> not fully working with render passes (need to be fixed!!!)
|
1442
|
2019-12-05
|
eric
|
Bugfix: DisplacementMapping
Bugfix: Reflection Surface not on (0,0,0) leading to problems
Bugfix: ClippingPlane on not (0,0,0)
Bugfix: IsControlIgnored() in TGorillaControl and not only in Viewport RenderingList
Bugfix: DoRayCastIntersect() in TGorillaMesh used
Bugfix: using GetViewDirectionFromViewMatrix() to detect ViewDirection
Feature: TAABB.GetClosestPointAndDistance + TAABB.GetFarestPointAndDistance
|
1441
|
2019-12-05
|
eric
|
Bugfix: FrustumCulling swapped at a certain camera position
Bugfix: Clean Deactivation of FrustumCulling (until now it didn't worked for sub-elements)
|
1437
|
2019-12-04
|
eric
|
Feature: Battleship > Island added + UI moved to new class TBattleshipWorldUI
Fix: by default "ParticleEmitter.Opaque := false;" set
|
1436
|
2019-12-04
|
eric
|
ARPlayground:Battleship3D continued and optimized
> 3D models of ships + explosions on strikes
"PHYSICS_PACKAGE" Directive implemented for compiling Particles without physics
|
1435
|
2019-12-04
|
eric
|
https://dev.gorilla3d.de/view.php?id=50
Bugfix: TPoint3DKeyAnimation, TVector3DKeyAnimation, TTransformationKey, TCoordinateKeyAnimation not useable as standalone animations
Bugfix: CameraAim Animation
|
1434
|
2019-12-03
|
eric
|
Bugfix: TPoint3DKeyAnimation, TVector3DKeyAnimation and TCoordinateKeyAnimation for usage outside of TGorillaAnimation object > Properties were not found
Feature: ARPlayground::Battleship transformed to 3D Game
|
1433
|
2019-12-03
|
eric
|
Bugfix: Win64- and Android32-Compilation
|
1432
|
2019-12-03
|
eric
|
Bugfix: Win-32 10.3.3 Compilation
|
1431
|
2019-12-03
|
eric
|
Bugfix: ShadowVolume Unit removed from basic instances
|
1430
|
2019-12-03
|
eric
|
Bugfix: ShadowVolume removed from source files
Feature: Battleship Game now with Computer AI you can play with
|
1429
|
2019-12-03
|
eric
|
- Bugfix: FrustumCulling (still not perfect!)
- TMeshDef RayCastIntersect()
- TMeshDef: Bounding Volume Hierarchy added
- Billboard cleanup and refactoring
- Materials: TGorillaLambertMaterialSource instead of TLightMaterialSource
- Camera Matrix Update for FrustumCulling
- TransparencySorting changed
- ARPlayground: Battleship extended
- FrustumCulling Demo added
- LayersDemo changed
- TechDemo1 extended
|
1427
|
2019-11-16
|
eric
|
Bugfix: WaterShader FoamTexture onto ReflectColor
Bugfix: TGorillaBillboardTerrainFilling now with correct adjustment and scaling
|
1426
|
2019-11-12
|
eric
|
Bugfix: Reflection RenderPass > ClampToEdge
Bugfix: Billboarding mesh arrangement
Feature: WaterShader now supports displacement mapping for more beautiful waves
|
1425
|
2019-11-12
|
eric
|
Bugfixing: Billboarding
|
1424
|
2019-11-11
|
eric
|
Cleanup: TechDemo SourceCode
Bugfix: Billboarding tryouts
|
1422
|
2019-11-11
|
eric
|
Feature: WaterShader with foam
Feature: New Mesh Billboarding Algorithm
Update: TechDemo1 assets updated
|
1421
|
2019-11-08
|
eric
|
TechDemo : Bridge added
Bugfix: WaterShader refactored (faster and more beautiful)
|
1420
|
2019-11-07
|
eric
|
Bugfix: Start Animations do not run, because models are not visible
Bugfix: OVERWRITE_SCENE_DRAWING removed and cleaner context rendering
Cleanup: ShadowVolume Rendering removed (deprecated)
Bugfix: Notice when Animation.Start tried, but model not visible
Bugfix: ParticleEmitter context handling, try-finally removed due to android context errors
|
1419
|
2019-11-07
|
eric
|
Gorilla.Animation : Test Logging, because on android start/stop not always working
|
1417
|
2019-11-06
|
eric
|
Bugfix: RebuildRenderingList > not fully correct for layers
Added: Layers demo
Bugfix: ProxyImage in ViewportAR is now fullscreen and no zwriting
Bugfix: RebuildRenderingList added in TGorillaControl and TGorillaTextLayer3D
|
1416
|
2019-11-05
|
eric
|
Bugfix: CityRoute Demo > Man-Animation not starting
Bugfix: Gorilla.Animation > double call on PlayAnimation with same animation causes to stop Animation
Bugfix: DialogueSystem > ItemEvent can execute sub-events this needs to be marked by an "owner" property
Bugfix: DialogueOverlay > SubEvent execution is different from regular events
Bugfix: DialogueOverlay > Event.enabled not checked
|
1415
|
2019-11-05
|
eric
|
Added: Gorilla.Layers with an optimized TGorillaTextLayer3D component for animation > regular TTextLayer3D is stuttering on movement due to too many redrawing processes + also supporting clicks now
Bugfix: MarkerDetection implemented TGorillaTextLayer3D instead of TTextLayer3D component
|
1414
|
2019-11-05
|
eric
|
Bugfix: FMOD Manager PlaySound() routine overwrites sound looping settings > removed parameter
Bugfix: MarkerDetection Demo > Looping Jeopardy melody + Sounds of last answer not cutted anymore
Bugfix: Arena Framework adopted to 10.3.2
Bugfix: ParticleMaterial adopted GLSL define GORILLA_GLSL_DEFINE_USE_VERTEXCOLOR
|
1413
|
2019-11-04
|
eric
|
Bugfix: GORILLA_GLSL_DEFINE_USE_COLOR replaced with GORILLA_GLSL_DEFINE_USE_VERTEXCOLOR for clearer usage indication
Bugfix: ColorMaterial creates not a vertexcolor material anymore - need to find a better detection method to decide between texture-less material and vertex-color material
Feature: grass models added
Optimize: WaterShader now supports on-top blur shader for refraction pass
|
1412
|
2019-11-04
|
eric
|
Optimize: GetTextureMatrix (TextureMatrix, BiasMatrix) implemented in basis render pass controller to reduce redundant code
Bugfix: TypeCheck on ReflectionPass and RefractionPass
Bugfix: WaterMaterial > allow on-top renderpass on reflection pass (for blurring test)
|
1411
|
2019-11-04
|
eric
|
Bugfix: GetTypeName() not provided on all Android devices > better using GetSimpleName()
Bugfix: CityRoute Woman Rotation
|
1410
|
2019-11-04
|
eric
|
Bugfix: ClippingPlane
Bugfix: TechDemo1 - Bokeh
Bugfix: TGorillaRenderPassController.GetOutputTexture() no exception if Viewport was not applied
Bugfix: TGorillaCube with automatic normals and tangents
Bugfix: BumpSum multiplied and not additive
Bugfix: NormalMappingMaterial > setup correct defines
|
1409
|
2019-11-01
|
eric
|
Bugfixing: SurfaceTracking Android (fehlerfrei aber man sieht noch nix)
|
1408
|
2019-11-01
|
eric
|
EasyAR: Support mehrerer Tracker Typen
Implementation allgemeiner Verwaltungsroutinen
|
1407
|
2019-10-31
|
eric
|
GorillaEasyAR Java Interface documented
Bugfix: Androidapi.JNI.EasyAR.Pro.pas > functors removed, namespaces fixed, GorillaEasyAR added
Bugfix: LoadAllImagesFromJSON + LoadImageFromJSON adopted to new Java Interface like LoadImageTarget()
|
1406
|
2019-10-31
|
eric
|
Bugfixing: EasyAR > LoadTarget wird nun über Java-Klasse ausgeführt, da ProxyInterface mit "invoke" Callback nicht funktioniert auf dem neuen Kompiler
|
1405
|
2019-10-30
|
eric
|
SDK Settings für 10.3.1 hinzugefügt
|
1403
|
2019-10-30
|
eric
|
Cleanup: unnecessary to declare functors with class, only interface in TJavaLocal needed
Cleanup: TJavaLocal implementation
Bugfix: all functors inherited directly from TJavaLocal (due to Interfaces[0] problem)
|
1402
|
2019-10-29
|
eric
|
Code aufgeräumt
|
1401
|
2019-10-28
|
eric
|
Feature: ClippingPlane in DefaultMaterial settable by Context
Feature: Reflection-Renderpass now sets ClippingPlane by default
Bugfix: EasyAR > INTERNET permission request included
Bugfix: LoadTarget Callback instanciating on Android (still not fixed!)
Refactoring: Functors moved to separate unit
Feature: TMeshDef now allows to perform RayCastIntersect on mesh data
Bugfix: NodeBuilder can now separate between Use_Texture and Use_Texture0
|
1400
|
2019-10-24
|
eric
|
MarkerDetection-Demo läuft auf NVIDIA Shield + Android 7 mit 10.3.1
> RaiseShaderCompileException muss deaktiviert sein
|
1399
|
2019-10-24
|
eric
|
Instabiler Status EasyAR!!!
|
1397
|
2019-10-16
|
eric
|
EasyAR: Refactoring own message loop for thread owned messages
|
1396
|
2019-10-16
|
eric
|
ProxyImage: Shader-Compatibility for GLES2.0 and GLES3.0+
EasyAR: Shutdown Problem on Windows with DoOnLogHandlerDestroy() > FMX-Logger already gone at this point
|
1395
|
2019-10-16
|
eric
|
EasyAR:
- new project created compatible with 10.3.3
- correct libs commited (error on android because of incompatible .jar and .so)
|
1394
|
2019-10-16
|
eric
|
Edits on v10.3.1
Edits on EasyAR component
|
1393
|
2019-10-15
|
eric
|
- Support of OpenGL 4.3 on Delphi 10.1 (Tested with Bokeh, PhongMaterial, Water Demos + Reflection, Refraction, ShadowMapping)
- Bugfix: GLSL NodeBuilder Defined() and NotDefined() functions were wrong
- Bugfix: GLSL version and precision defect on 10.1
- Bugfix: shaders fixed for GLES_2_0 and GLES_3_0
- "NEXTGEN" compiler directive replaced by explicit ANDROID & IOS CheckNodesSize
- TGorillaRenderPassController.CreateWithId() removed - misleading usage
|
1392
|
2019-10-14
|
eric
|
Anpassung Delphi DX 10.1
|
1391
|
2019-10-13
|
eric
|
Bugfix: RenderPass Shader Code converted to GLes2.0 and GLes3.0 versions
Feature: GetVendorName, GetRendererName, GetVersion, GetExtensionString introduced
Bugfix: RaiseCompileExceptionFmt on Android
Refactoring: IFEND > ENDIF
Refactoring: TGorillaGLSLNodeBuilder introduced as basis GLSL NodeBuilder with auto-load of compiler-defines and device-defines
|
1390
|
2019-10-11
|
eric
|
Bugfix: ReflectionPass, RefractionPass
Bugfix: RenderPassController kann nun IgnoreControls verwalten (notwendig für Wasser)
Bugfix: VertexAttr COLOR1, COLOR2 und COLOR3 nicht genutzt
Bugfix: bessere ShaderCompiler ErrorMeldung begonnen (Zeilen passen noch nicht)
Aufgeräumt: IdGlobal aus Units entfernt und durch FMX.Types.Log.D ersetzt
Aufgeräumt: Package für 10.3.2 entfernte RenderPasses entfernt
|
1389
|
2019-10-11
|
eric
|
Bugfix: Gorilla.Platform.Android > doppelte Instanz vorhanden führt zu Problemen bei UI-Threads
Bugfix: Gorilla.inc Pfad angepasst
Bugfix: OnError in EasyAR implementiert
Bugfix: Android Interfaces Konvertierung
Versuch: Debug OpenGL ES Errors
Versuch: CustomDepth Pass unter Android (Depth Texture Probleme)
Bugfix: DisplaymentTexture missing tex2D() Funktion im VertexShader
|
1388
|
2019-10-10
|
eric
|
- Bugfix: GLSL Shader Builder - diverse Korrekturen
- "texture2D" GLSL-Problem ab v4.3 > "tex2D" und "tex2DProj" eingeführt
- Bessere Versionierung
- Bugfix: ProxyImage Shaders
- TGorillaGLSLInOutMode unterscheidet nun zwischen in/out beim ToString
> deprecated "varying" identifier dadurch beseitigt
- "a_Color0" Bugfix > muss aufgrund von FMX "a_Color" heißen
|
1387
|
2019-10-09
|
eric
|
BlinnMaterial in EasyAR Demo eingefügt
Anpassung Shader Compilation + Registrierung (Exception falls Program nicht gelinked werden kann)
|
1386
|
2019-10-08
|
eric
|
Bugfix: Renderpasses
Feature: InputPass Handling
Shader NodeBuilder reconstructed for VARYING STRUCTS and VERSION 440
|
1385
|
2019-10-08
|
eric
|
EasyAR aufgeräumt und komplette auf AsyncMessage umgestellt, Locks entfernt:
Läuft unter Win64, Android v7
Läuft nicht unter Android v8 und v9 auf Nokia 7!
|
1384
|
2019-10-05
|
eric
|
Bugfix: TRenderPassMethod now handles rendering kind and destination better
Clear separation between context and individual fbo rendering
|
1383
|
2019-10-04
|
eric
|
Bugfix: VarianceShadowMapping
- RenderToContext() calls BeginUpdate() which initializes the default FBO again, and ignores the previously set FBO by the render pass
- Blurring VSMDepth Result now correctly
|
1382
|
2019-10-04
|
eric
|
Bugfix: ShaderDesigner
- Switching between Cube, Sphere or Cylinder view
- internal Matrices bugfixed (ModelMatrix)
- EyePos Bugfix
|
1381
|
2019-10-03
|
eric
|
DirectDrawPrimitives() for Context-Renderpasses
Further Tests with CustomBlur Renderpass -> shader still won't write to FBO texture
|
1380
|
2019-10-01
|
eric
|
Bugfix: TargetCreate Event Message umgebaut
|
1379
|
2019-10-01
|
eric
|
Bugfix: DefaultMaterial only with Color creates a shader code with way to much operations
Bugfix: EasyAR without BufferPool not working anymore
Bugfix: ParticleEmitter optimized (instead of enumerator using ToArray(), check if Active when rendering)
Feature: ViewportAR.UpdateOnCameraImage to influence rendering instruction
Feature: public properties to change fixed framerate
Debug: Humanoid with PERFTEST directive to check performance of AnimateSkin
Debug: Viewport with PERFTEST directive to check performance of rendering frame
Bugfix: DoSetupDefaultNodes() and DoSetupDefaultDefines() methods for better setup
Bugfix: SetUseLighting() did not update shaders
Bugfix: Shader.ToString() removed from DefaultMaterial (remained from debugging)
|
1378
|
2019-09-30
|
eric
|
- ShadowMapping and VarianceShadowMapping Module continued
- Bugfix for RenderToContext Problem (double call on ApplyMaterial()
- Code cleanup
- Helper-Material: VSM
- Diggets Website updated
|
1377
|
2019-09-30
|
eric
|
Optimization: EasyAR > works quite good now!
> implemented TAsyncMessageManager for handling thread messages in EasyAR
> Sync with main thread by TThread.Queue
|
1376
|
2019-09-30
|
eric
|
EasyAR: BufferPool implementiert (works!)
ViewportAR: Vorbereitung Messaging anstatt MainThread-Sync (noch deaktiviert)
|
1375
|
2019-09-27
|
eric
|
Feature: BorderColor Setting in Texture hinzugefügt
Bugfix: CustomDepth RenderPass fixed
Bugfix: ShadowMapStoreDepth RenderPass fixed
Delete: ShadowMapping RenderPass remove - nonsense!
Add: TestMaterial for ShadowMapping added
Code cleanup
|
1374
|
2019-09-27
|
eric
|
Bugfix: 10.1.1
|
1372
|
2019-09-25
|
eric
|
Simple Audio Manager removed (making problems)
|
1370
|
2019-09-25
|
eric
|
Bugfixing: Delphi 10.1.1 Support
|
1366
|
2019-09-22
|
eric
|
Bugfix: ParticleMaterial
|
1365
|
2019-09-21
|
eric
|
Bugfix: InputController DesignTime problems
Components: Light + Camera added
Bugfix: ParticleMaterial
|
1364
|
2019-09-21
|
eric
|
Packages angepasst: Scripting added
Bugfixing: tiny bugs
InputController: LockTime introduced
|
1362
|
2019-09-20
|
eric
|
Bugfix: alle Codestellen angepasst wo ein Interface als konstanter Parameter definiert ist > führt zu Fehlern in der Referenzzählung, falls der Parameter in der Funktion nicht entsprechend genutzt wird.
|
1358
|
2019-09-18
|
eric
|
Feature: DAE LayeredMaterial Support
Watermark-Rendering refactored
|
1357
|
2019-09-18
|
eric
|
Keyboard on Android Test
|
1356
|
2019-09-18
|
eric
|
Neue SourceCode Demo hinzugefügt für InputController
Bugfix: InputController ShutDown-Problem + langsame Laufzeit
|
1355
|
2019-09-16
|
eric
|
Bugfix: Falls ein Mesh aus einem TMeshDef übernommen wird, und es sind keine Normals vorhanden, werden automatisch die FaceNormals berechnet
|
1354
|
2019-09-16
|
eric
|
Bugfix: Color-Mix von diffuse, ambient, specular und emissive (zu testen)
|
1353
|
2019-09-15
|
eric
|
DAE:
+ SpecPower Fix
+ MaterialsFix
+ FragmentShader: diffuse min-value 0.05 (to prevent fully black textures)
+ DefaultMaterials: published properties
+ UseColor Property in DefaultMaterial
|
1352
|
2019-09-15
|
eric
|
DAE Transformation Matrix Bugfix
> VirtualNodeTree für die korrekt Vermischung von VisualScene-Nodes und Library-Nodes (referenced)
> Bugfix: Color-Switch
> Bugfix: korrekte Material-Kind Ermittlung
|
1351
|
2019-09-14
|
eric
|
NEW: Spherical Terrain Component
Bugfix: DAE Model mit Node_Library (Lynx Audio)
Bugfix: Default Material ohne Textur, sollte Diffuse, Ambient, ... verwenden (mittels LambertMat)
Bugfix: Leere Handler für InputController unter Android
|
1350
|
2019-09-14
|
eric
|
Copyright Zeitraum auf 2019 erweitert
|
1348
|
2019-09-14
|
eric
|
Packages: Units erweitert
Warnungen beseitigt
|
1346
|
2019-08-29
|
eric
|
EASYAR: Optimierungen der StadtspielDemo + Modelle reduziert
Bugfixing: DAE Model-Loading
|
1345
|
2019-08-28
|
eric
|
FEATURE: EASYAR @ ANDROID läuft nun stabil
> ohne dispose() Problem > sprengte den internen Buffer
|
1344
|
2019-08-28
|
eric
|
Feature: ProxyImage kann nun RGBA, BGRA, RGB, BGR, YUV-NV12, YUV-NV21 rendern (inkl. Screen-Orientation)
Code aufgräumt
Kleinere Bugfixes mit EasyAR
|
1343
|
2019-08-28
|
eric
|
Optimize: Funktionalität für 3rd-Party ImageData in ProxyImage verlagert
> ProxyImage kann nun auf allen Platformen die bisherigen Formate rendern
Bugfix: GORILLA_ANIMATION_CACHE_FRAMERATE unter Android auf 30 FPS limitiert
Bugfix: DAE Loader, führt nun einen Color-Switch unter Android durch, da RED und BLUE vertauscht waren
Bugfix: TGorillaTextureBitmap.ValidateBuffer() eingeführt um manuell den WorkaroundBuffer erneut aufzubauen, ohne ein Kopieren des kompletten Bitmaps
|
1342
|
2019-08-27
|
eric
|
ProxyImage Komponente eingeführt, um Bilddaten-Puffer direkt an OpenGL weiterleiten zu können
BGR + YUVNV21 Shadermaterials
> noch fehlerhaft unter Android
|
1341
|
2019-08-27
|
eric
|
Bugfix: HAnimHumanoid + HAnimJoint > FrustumCullingCheck deaktiviert (ansonsten keine Animation)
Bugfix: AnimationManager PlayAnimation stoppte vorherige Animation nicht
CityRoute:
+ Lowpoly Modelle aktualisiert: Probleme mit Framerate und Key-Optimierung durch Mixamo
+ Textur minimiert (unnötig bei diesem Lowpoly)
|
1340
|
2019-08-26
|
eric
|
EasyAR: Fehlende Unit + Bugfix
|
1338
|
2019-08-23
|
eric
|
Versuche das Locking-Problem im EasyAR zu beheben (erfolglos)
|
1337
|
2019-08-23
|
eric
|
EasyAR: nächster Schritt zu Multiple-Trackers
> ImageTarget Detection in eigene Funktion ausgelagert
|
1336
|
2019-08-23
|
eric
|
EasyAR:
+ Umbau auf allgemeine Tracker und Targetlisten (anstatt nur für ImageTracking)
+ TFunctorProxy eingeführt als Basis für alle FunctorProxies
Allgemein: Meldungen beseitigt
|
1335
|
2019-08-22
|
eric
|
TGorillaViewportAR:
+ neue Events: OnTargetAdded, OnTargetLost, OnTargetTracked, OnKeyRequest zur besseren Steuerung
+ ZXing Codeelemente entfernt
EasyAR:
+ Bugfix: PoseMatrix darf nur unter Android anhand der ScreenRotation angepasst werden
+ Bugfix: ScreenRotation Ermittlung in try-except gepackt, da beim Shutdown die Services schon weg sind
MarkerDetection (Demo)
+ Androidkompatibilität hergestellt
+ DialogueHUD: Text unten
SetAbsoluteTransformation() mit optionalem Scalewert (bei Physics + AR nicht vorhanden)
Code aufgeräumt
|
1334
|
2019-08-22
|
eric
|
Neue OpenXR Headerfiles für v1.0.1 hinzugefügt
v1.0.0 in Unterordner verschoben
|
1333
|
2019-08-22
|
eric
|
MILESTONE! > EasyARDemo läuft nun unter Android!!!
Bugfix: PoseMatrix @ Android > Screen-Rotation wird nun auch berücksichtigt
Bugfix: CameraImage Ausrichtung in Abhängigkeit der Screen-Rotation
|
1332
|
2019-08-21
|
eric
|
Bugfixes: Lauffähigkeit unter Android hergestellt (ACHTUNG: Matrizenausrichtung noch nicht korrekt!)
- Proxy für Functors eingeführt, um anonymous classes zu erstellen (für Callbacks notwendig!)
- ThreadLock beim Sync des Camera-Image unter Android
- JMatrix44F Fix
- Permission-Handling verbessert, da nur nach Neuinstallation funktionstüchtig
- Implizite Stringcasts beseitigt
- IGorillaEasyARBaseObject eingeführt, da es etliche Interfaces gibt, welche keine TypeName() und Retain() unterstützen
- unnötige CriticalSection aus TGorillaEasyAR Komponente entfernt
- Code aufgeräumt und Meldungen beseitigt
|
1331
|
2019-08-20
|
eric
|
EasyAR:
- Bugfix: Kameradarstellung unter Android gefixed (sehr langsam durch Rotate90(), wobei über alle Pixel gelaufen wird - muss besser gemacht werden!)
- "Active"-Property eingeführt, da der Key gesetzt werden muss, bevor geöffnet werden kann
- Dokumentation der Thread-Funktionen
- Bug(!): ThreadLock beim Klick auf "Starten" > friert ein wenn LoadImageTarget Message erstellt wird
|
1330
|
2019-08-19
|
eric
|
+ Android nun wieder kompilierbar
+ Thread-Messages: mtOpen, mtClose, mtStartTracking, mtStopTracking eingeführt > da unter Android erst die Permissions eingeholt werden müssen, bevor EasyAR geöffnet werden kann
|
1329
|
2019-08-19
|
eric
|
EasyAR lib Android Support fortgesetzt
|
1328
|
2019-08-16
|
eric
|
FEATURE: EasyAR v3 ImageTracking funktioniert (Matrizen-Ausrichtung ist korrekt!) !!!
|
1324
|
2019-08-15
|
eric
|
Fixes Transformation AR Anchor
|
1323
|
2019-08-15
|
eric
|
ExporterClass eingeführt als Basis für alle Exporter
+ Auto-Registrierung
STL Exporter (binary/text Format) + multiple files
|
1322
|
2019-08-14
|
eric
|
Bugfix: EasyAR Shutdown Problem
Bugfix: PoseMatrix Anpassung an Gorilla3D > DrawAxis funktioniert zumindest schon
> SetTransformation() noch nicht!
|
1321
|
2019-08-13
|
eric
|
Aktueller Stand für AR eingecheckt > Darstellung nicht korrekt!
> TControl3DHelper.SetAbsoluteTransformation() angepasst! (Physics?)
|
1320
|
2019-08-13
|
eric
|
EasyAR v3 Camerabild wird angezeigt + Targets erkannt
> Pose-Matrix noch nicht korrekt
|
1319
|
2019-08-13
|
eric
|
FMOD Audio:
- weitere interne Handles durch Interfaces ersetzt
- Bugfix: Shutdown AV > da ein Interface zerstört wurde, als das FMOD-System bereits abgeräumt war
|
1318
|
2019-08-13
|
eric
|
FMOD:
- Refactoring: Umarbeitung auf Interface Implementationen anstatt Record-Strukturen
> bessere GorillaScript Integration + Anlehnung an EasyAR Umsetzung
|
1317
|
2019-08-12
|
eric
|
Bugfix: EasyAR > FManaged gesetzt für Klassen ohne Konstruktor
> diese sollten sich theoretisch auch nicht selbst abräumen (wenn im Delphi der RefCount auf 0 geht)
Bugfix: EasyAR Shutdown rief nochmals die GUI Events auf, obwohl schon abgeräumt
Bugfix: EasyAR Thread > CurrentImage als lokale Variable
Bugfix: vorerst Target-Tracking auskommentiert, bis ein stabiles Kamerabild angezeigt wird
|
1315
|
2019-08-12
|
eric
|
Interface implementation fortgesetzt
> As-Operator scheint nun den TypeCast auf ein IInterface korrekt durchzuführen
TValueUtils.Divide @ String: Split by Count + Split by String
|
1314
|
2019-08-11
|
eric
|
Bugfix: Implement Interfaces in TGSInterface + TGSClass
|
1313
|
2019-08-11
|
eric
|
Bugfix: Read/Write of TGSInterface structure (bytecode)
Bugfix: Calling native interface methods
|
1310
|
2019-08-08
|
eric
|
GorillaScript: native Sets getestet
GorillaScript: Interface Implementation fortgesetzt
|
1307
|
2019-08-08
|
eric
|
GorillaScript
Feature: Erstellung von Script-EnumSets nun möglich
TTestEnum = (teOne, teTwo = 1, teThree = 2);
TTestSet = set of TTestEnum;
Self.FModes := [TTestEnum.teOne] + [TTestEnum.teTwo] + [TTestEnum.teThree] - [TTestEnum.teOne];
if (TTestEnum.teOne in Self.FModes) then
System.WriteLn('TTestEnum.teOne in Self.FModes');
if (TTestEnum.teTwo in Self.FModes) then
System.WriteLn('TTestEnum.teTwo in Self.FModes');
if (TTestEnum.teThree in Self.FModes) then
System.WriteLn('TTestEnum.teThree in Self.FModes');
|
1306
|
2019-08-08
|
eric
|
GorillaScript
Feature: Unterstützung von nativen Enumeration-Sets (notwendig für Callback-Funktionen und UI-Komponenten)
|
1305
|
2019-08-07
|
eric
|
FMOD Header angepasst
|
1304
|
2019-08-07
|
eric
|
Gorilla.Script.Lib.Gorilla in einzelne Libs aufgesplittet in einzelne Units für bessere Übersicht
|
1303
|
2019-08-07
|
eric
|
- CompilerDirectives + SearchPaths hinzugefügt
- InitDefinesDefinedByCompiler() standardmäßig hinzugefügt
- EGorillaScriptCompilerException + EGorillaScriptParserException eingeführt
- Bugfix: CodePos
- Bugfix: TUI Dialoge
|
1302
|
2019-08-07
|
eric
|
GorillaScript:
- Gorilla 3D Demo App mit Scripting
- "Cardinal" Typ zum Scripting hinzugefügt
- Math-Library hinzugefügt
- MessageDialogs hinzugefügt zu TUI
- TUIThread startet nun nicht mehr automatisch, sondern muss per TUI.Start() initialisiert werden
- Gorilla-Library importiert nun alle Gorilla Komponenten (möglicherweise fehlen noch Typen)
Gorilla.Controller.Input
- OnKeyDown + OnKeyUp synchronisieren nun mit dem Main-Thread
|
1301
|
2019-08-07
|
eric
|
- KeepAlive für Scripts implementiert, um den Executor zu erhalten für GUI Skripts
- Gorilla.Script.Lib.OS + FMX.OS hinzugefügt für OS Zugriff
|
1300
|
2019-08-06
|
eric
|
Bugfix: Android NativeCalls
TUIThread begonnen > Problem ist, dass der Executor eigentlich in einem separaten Thread laufen muss, damit der MainThread nicht blockiert wird durch den UIThread!!!
Offener Bug: Endlos-Loop im Android
|
1299
|
2019-08-06
|
eric
|
Bugfixes für Android
> String-Probleme (Indexierung auf 1 anstatt 0)
> Verzeichnisprobleme
> TypeInfo Anpassungen
|
1298
|
2019-08-06
|
eric
|
Bugfix: NativeInvoke fehlerhaft/unvollständig > TGSFuncNative erweitert
Bugfix: CPUX64 Bug (https://quality.embarcadero.com/browse/RSP-23227) erlaubt keine records als Parameter
Optimize: Rtti Funktionalität in separate Unit ausgelagert
Bugfix: Meldungen beseitigt
|
1297
|
2019-08-05
|
eric
|
Funktionsname mit ausgeben bei Invokation-Error
|
1296
|
2019-08-05
|
eric
|
Autocast für einfache Argumenttypen beim Call
Structs können nun zugewiesen werden, siehe: "LBtn.Position.Point := TPointF.Create(100, 50);"
|
1295
|
2019-08-05
|
eric
|
ByteCode-Typen in Basis vereinigt TGSType
|
1294
|
2019-08-05
|
eric
|
GorillaScript:
- Delphi NativeType Import in neue Unit ausgelagert (zu viel Code geworden)
- Bugfix: Set Enumeration in Script
- Feature: ByteCode > getUnit, getProgram, getClass Helper-Routinen
- Import von nativen Enums und Structs
|
1293
|
2019-08-04
|
eric
|
Integration von Enumeration, Struct und Interfaces vorangetrieben
TGorillaScriptCallable eingeführt als Basis für Klassen, Interfaces und Structs
|
1292
|
2019-08-04
|
eric
|
Parser unterstützt nun Enumerations
Bytecode: Enums, Sets und Structs hinzugefügt
Bugfix: Interfaces Bytecode Struktur angepasst
|
1291
|
2019-08-04
|
eric
|
Dispatch-Befehl fehlte in Control-Events
|
1290
|
2019-08-04
|
eric
|
1) EventHandler Management erweitert:
Es kann nun die Basisklasse TGorillaScriptObjectEventHandler abgeleitet werden um neue EventTypen zu registrieren.
Siehe dazu die Gorilla.Script.Types.FMX.TGorillaScriptControlEventHandler Klasse.
In der Initialisierungssektion werden diese Registriert.
2) TGorillaScriptExecutor.Call eingeführt, um Skriptfunktionen abseits der ByteCode-Interpretation auszuführen
> dazu ist eine TGSFunc Referenz (Rtti-Eintrag) und die Argumente notwendig
3) FMX.UI.TUI.Terminate eingeführt, um die MessageLoop zu beenden und damit ein laufendes Skript
|
1288
|
2019-08-02
|
eric
|
Feature: EventHandler hinzugefügt
Bugfix: InheritedStatement, AddressOp, ...
Header in Dateien bearbeitet
|
1287
|
2019-08-02
|
eric
|
Bugfix: Ordered Unit Compilation (OrderIndex eingeführt) > gab Probleme bei nativen Units
Bugfix: IsSetOp() > Erkennung ob Assignment war noch immer fehlerhaft
Bugfix: Silent Linking bei Zugriff auf Unterproperties
Bugfix: RefType.GetUnit() muss über FType suchen
Bugfix: UI Lib muss auch FMX.Types.TPosition, FMX.Types.TControlSize, FMX.Types.TBounds als Typen registrieren
|
1286
|
2019-08-02
|
eric
|
Bugfix: CompilerError falls Type unknown
Bugfix: Native Funktionen konnten Typen nicht finden, da die NativeUnit keinen autom. Include von anderen NativeUnits hat (zu aufwendig) > stattdessen wird nun ein 2. Mal gesucht beim Kompilieren
|
1285
|
2019-08-01
|
eric
|
NativeProperty Support fortgesetzt
|
1284
|
2019-08-01
|
eric
|
Native Properties / Fields
Flagtypen umbenannt aufgrund eines Namenskonflikt
Bugfix: [weak] entfernt, da unter Android die Instanz gekillt wird
FMX.UI unit für Helper Funktionen
|
1283
|
2019-08-01
|
eric
|
Bugfix: multiple Funktionen in ProgramUnit
Bugfix: Identifier-Lookup für Arguments fehlerhaft (falscher Identifier wurde gefunden -> dadurch keine Doppeldeklaration von Locals und Parametern möglich)
Feature: RegisterClass/RegisterClasses + Lib.Gorilla, Lib.UI begonnen
Optimize: SAFEMODE und THREADSAFEMODE für bessere Performance
Demo: Neue GUI Demo für Scripting (läuft noch nicht unter Android)
|
1282
|
2019-08-01
|
eric
|
DWScript wieder entfernt, weil unnötig bei eigenem Parser
|
1281
|
2019-08-01
|
eric
|
Bugfix: Inherited-Statement mit fehlerhaftem GetValue-Lookup
|
1280
|
2019-07-31
|
eric
|
ACHTUNG: app.test Execution DEFEKT
- Bugfix: Value of Value > Normalisierung implementiert (ebenfalls für alle TValueUtils Operationen)
- TGorillaTValueHelper Funktionen erweitert
- DoReadAccessArray(): liefert jetzt ein TValue of TValue zurück, um direkt Funktionen darauf aufzurufen
- DoWriteAccessArray(): Normalisiert den TValue vor dem Setzen
|
1279
|
2019-07-31
|
eric
|
Bugfix: multiple dot operations in row, f.e.: abc.def().ghj()
Bugfix: Array Access > function call
Bugfix: TGorillaTValueHelper hinzugefügt
Bugfix: ItemType für ArrayType
GetItemValue() Funktion hinzugefügt für untertypen bei array-/string-zugriff
|
1278
|
2019-07-31
|
eric
|
GorillaScript
Feature: Einfache Arrays funktionieren
|
1277
|
2019-07-31
|
eric
|
Bugfix: IdentifierMethods verwenden
Bugfix: RefType Entity Destruction
Bugfix: TypeArgs werden nun geparsed
Bugfix: Int32 Token-Erkennung
Bugfix: ExpressionListComma() eingeführt um Childs in richtiger Reihenfolge einzuhängen
Optimization: Executor sucht BC nun in Array und nicht per Case-Statement (deutlich schneller)
|
1276
|
2019-07-30
|
eric
|
TArray begonnen
Begonnen komplexe Typen zu parsen, z.b. TArray<TArray<Int32>>
|
1274
|
2019-07-30
|
eric
|
GorillaScript
Case-Statements hinzugefügt
> unterstützen Int32, Int64, Boolean, Double/Single und Strings
|
1271
|
2019-07-29
|
eric
|
Scripting: Klassentest läuft nun durch
Bugfix: AssignOp
Bugfix: Constants
|
1270
|
2019-07-29
|
eric
|
EasyAR Threadumstellung notwendig
|
1268
|
2019-07-26
|
eric
|
+ weitere Redundanz durch c-header entfernt
+ Tracker Basisinterface
+ Retain() und TypeName() als virtuelle Methoden
+ NextFrame() Routine implementiert für neue Bibliothek
+ Bugfix: EasyARString als Unicode zurückgeben
|
1267
|
2019-07-25
|
eric
|
app test mit klassen wird nun wieder geparsed
|
1266
|
2019-07-25
|
eric
|
"const" parameter fehlte bei diversen cdecl calls
doppelte handles entfernt
auf weitere prüfen!
|
1265
|
2019-07-24
|
eric
|
Bugfix: Context-Handling zerstört bei Anpassungen für Android
Bugfix: EasyAR Pfade angepasst
|
1264
|
2019-07-24
|
eric
|
Kompilierbarkeit für EasyAR v3 hergestellt
|
1262
|
2019-07-23
|
eric
|
Konvertierung fortgesetzt + veraltete Units entfernt (nicht mehr ab v3 vorhanden)
+ Konstruktoren nun korrekt
+ Pointer Pre-Deklaration
+ Typauflösung verbessert
|
1261
|
2019-07-22
|
eric
|
Weitere Anpassungen vorgenommen
+ Klassenimplementation
+ bessere Typenbezeichnungen
+ Types.h Handletypen entfernt aufgrund doppelter Deklaration
+ Namens-Funktionen zu besseren Wartung
|
1260
|
2019-07-19
|
eric
|
HConv: Enums mit Pointervarianten
|
1259
|
2019-07-19
|
eric
|
- Script: Infinity angepasst
- ClassImpl Units in v2.3.0 verschoben, da jede Version ihre eigenen Units bekommt
- HConv: Parsed und Konvertiert nun die types.h und stellt Verknüpfungen in den anderen Header-Units her
|
1258
|
2019-07-19
|
eric
|
v3.0 Konvertierung mittels HConv
|
1257
|
2019-07-18
|
eric
|
Gorilla-Script: Bugfix Loop Test
|
1256
|
2019-07-18
|
eric
|
HConv fortgeführt
+ Units liefen durch
+ Typ-Prüfung implementiert, um unbekannte Typen zu erkennen
+ Bugfix: Lexer "begin,"end", ... als Identifier
|
1255
|
2019-07-18
|
eric
|
ForLoop angepasst für SimpleParser
|
1254
|
2019-07-17
|
eric
|
EasyAR c header parser fortgesetzt
|
1253
|
2019-07-17
|
eric
|
Bugfix: AheadParser erzeugte eigene Knoten, die nicht vom Stack gecleared wurden
Fix: Stack-Operationen in allgemeine Funktionen gepackt Peek, Pop, Push, Count
Math-Test und Conditions-Test läuft durch
|
1252
|
2019-07-17
|
eric
|
Bugfix: Script If-Statement
|
1251
|
2019-07-16
|
eric
|
EasyAR Header Conversion Tool begonnen
Es ist einfach zu aufwendig jedes Mal 670 Funktionen zu prüfen nach einem Upgrade
|
1250
|
2019-07-16
|
eric
|
GorillaScript erneuert : MathTest läuft jetzt durch
If-Conditions, Loops und Klassen müssen noch angepasst werden
|
1249
|
2019-07-15
|
eric
|
EasyAR v3 Anpassungen begonnen
|
1248
|
2019-07-12
|
eric
|
Libs und Interfaces in Versionen unterteilt, da die Bibliotheken sich stark geändert haben
v2.3.0 und v3.0.0
|
1247
|
2019-07-12
|
eric
|
New EasyAR v3.0.0 added
v2.3.0 moved to subdir
new v3+ demo key integrated
|
1246
|
2019-07-09
|
eric
|
Kleinere Fixes im Parser:
Negierungszeichen, For-Statement und VariableReference nicht erstellen, wenn keine Source vorhanden
|
1243
|
2019-07-06
|
eric
|
Scripting:
+ Auto-TypeCast beim Zuweisen von Stackvalues
+ UnitTest: Math läuft korrekt durch!!!
+ Int8, UInt8, Int16, UInt16, UInt32, UInt64 als Typen hinzugefügt
|
1242
|
2019-07-05
|
eric
|
Verbot native Klassen abzuleiten
Feature: Boolean Operatoren (AND, OR, XOR), Bitwise Operatoren (AND, OR, XOR), SHR, SHL
UnitTest: Math begonnen
ValueUtils in eigene Unit ausgelagert
|
1241
|
2019-07-05
|
eric
|
- FOnMessage wird nun vom Parser abgefangen und als Exception ausgegeben
- Bugfix: Property feature (in diesem Fall funktioniert es)
- Compiler-Protocol eingeführt
|
1240
|
2019-07-04
|
eric
|
Feature: Property support (nicht kompilierbar)
|
1239
|
2019-07-04
|
eric
|
Feature: while-loop, repeat-loop
|
1238
|
2019-07-04
|
eric
|
Bugfix: If-Statement (Leere If-Statements)
Feature-Test: Verschachtelte For-Loop
|
1237
|
2019-07-04
|
eric
|
Feature: Complex If-Statements funktionieren
|
1236
|
2019-07-03
|
eric
|
Bugfixing: result local var (doppelt gelöscht)
continue, break und halt implementiert
if-statement vorbereitet
Bugfix: Vergleichsoperator (Executor) Reihenfolge
Bugfix: ForLoop Condition Args Push Reihenfolge
|
1235
|
2019-07-02
|
eric
|
SCRIPTING: TestScript läuft durch!!!
|
1234
|
2019-07-02
|
eric
|
Operatoren : Add, Mul, Sub und Div
PreCompiling von Konstanten
CompileReference: Konstanten fehlten
Eigene Helper für Basistypen (Probleme mit Self)
|
1233
|
2019-07-01
|
eric
|
Scripting: Param index bugfix, add, sub, mult, ...
|
1232
|
2019-07-01
|
eric
|
Self auf Parameter umgestellt
Logausgabe von StackValues und Callstack
_System Record mit self Parameter versehen
|
1231
|
2019-06-26
|
eric
|
Scripting: Stack-Bugfixing, Argument-Call Bugfix
|
1230
|
2019-06-25
|
eric
|
Scripting: Try- und For-Statements + Bugfixing
|
1229
|
2019-06-24
|
eric
|
Bugfixing: Executor
|
1228
|
2019-06-21
|
eric
|
Bugfix: Android > Bilder in Threads erzeugen führte zu Problemen
"Bitmap size too big" > Context wurde nicht auf Thread geswitcht
Android-Support für KeyboardInput begonnen : Problem mit InputQueue
|
1227
|
2019-06-20
|
eric
|
Scripting Engine fortgesetzt
|
1225
|
2019-06-20
|
eric
|
Package vorbereitet für 10.3.1
|
1220
|
2019-06-18
|
eric
|
Jenkins Demo fertiggestellt: Build und Statusabfrage möglich
Jenkins: Project Interfaces angepasst
GorilleScript Bugfixes
|
1218
|
2019-06-17
|
eric
|
Call with arguments begonnen
|
1217
|
2019-06-16
|
eric
|
GorillaScript vorangetrieben:
Erste ByteCode Befehle werden verarbeitet, Script-Calls funktionieren
NativeCalls sind noch nicht vollständig umgesetzt (Arguments auslesen)
|
1214
|
2019-06-13
|
eric
|
Bugfixing: Compiler, Executor
|
1213
|
2019-06-11
|
eric
|
Bugfixing: Compiler des GorillaScript
|
1212
|
2019-06-10
|
eric
|
GorillaScript: Bugfixes (fields, return-types, ...)
ByteCode Compilation begonnen
|
1211
|
2019-06-09
|
eric
|
Bugfix: GorillaScript
> es gibt jetzt nur noch eine FEntities Liste
> Hierarchie gefixt (Entity nur noch ein Parent)
> Owner und Parent eingeführt zur Unterscheidung
|
1210
|
2019-06-08
|
eric
|
Diverse Bugfixes bzgl. TTightList,
Formatierung angepasst,
Interface-Implementation
|
1209
|
2019-06-07
|
eric
|
Bugfixing TightList Bullshit
|
1208
|
2019-06-07
|
eric
|
FMX Demo hinzugefügt
|
1207
|
2019-06-07
|
eric
|
DWScript hinzugefügt
|
1206
|
2019-06-06
|
eric
|
- Fix: ViewportAR: Umbenennungen und Anchors werden nun dynamisch angelegt, wenn man ein Target lädt
- Terrain CVLOD angepasst: properties um chunksanzahl zu ermitteln
|
1205
|
2019-06-05
|
eric
|
Bugfixing: Wrapping Interfaces on Android
OnPause und OnResume implementiert
Bug: Orientation setzen funktioniert noch nicht (immer landscape)
|
1204
|
2019-06-05
|
eric
|
Bugfix: PhongMaterial Demo läuft nun wieder auf Android mit GLES v3
|
1203
|
2019-06-05
|
eric
|
Bugfixing: Android GLES v3
Bugfixing: weak references führen zu Problemen unter Android
|
1202
|
2019-06-05
|
eric
|
grafische Erläuterung zur Nutzung hinzugefügt
|
1201
|
2019-06-05
|
eric
|
header files aktualisiert
fehlende Headerfiles hinzugefügt
|
1200
|
2019-06-05
|
eric
|
c header files added
|
1199
|
2019-06-05
|
eric
|
OpenXR Lib 0.90 hinzugefügt
|
1198
|
2019-06-04
|
eric
|
EasyAR: YUV Image in RGBA Image umgewandelt unter Android
|
1197
|
2019-06-03
|
eric
|
EasyAR: Android lädt nun das Target > Yuv > RGBA Konvertierung fehlt
Faketracing fortgesetzt
|
1196
|
2019-06-03
|
eric
|
Bugfix: RandomTerrain, Smoothing
|
1195
|
2019-06-03
|
eric
|
Terrain CVLOD fortgeführt
Faketracing: fortgeführt
Code aufgeräumt + Meldungen beseitigt
|
1194
|
2019-05-29
|
eric
|
Änderungen des CVLOD Terrains: Chunks jetzt gleichgroß, nur der Detailgrad innerhalb der Chunks unterschiedlich. Performance muss noch deutlich optimiert werden. StaticBuffering greift nicht.
|
1193
|
2019-05-28
|
eric
|
Bugfix: Terrain Chunk Ausrichtung
Fix: eigene Unit zur Generierung von Heightmap Meshes
|
1192
|
2019-05-27
|
eric
|
Bugfix: Frustum IsAABBInFrustum() muss die Hälfte der Size prüfen
Bugfix: Frustum Culling für Sub-Elemente von TGorillaControl
|
1191
|
2019-05-26
|
eric
|
Bugfix: FrustumCulling
Bugfix: Bokeh-Rendering
Faketracing RenderPass angepasst
CVLOD Terrain angepasst
Bugfix: Composite RenderPass > switch-statement buggy
|
1190
|
2019-05-10
|
rocco
|
Bugfix: Kompilierbarkeit unter GLES v2
|
1189
|
2019-05-10
|
eric
|
Fix: unter Windows funktioniert die Kameraposition Z = 0.1 nicht, zum Testen auf -5 gesetzt
|
1187
|
2019-05-09
|
eric
|
- Bugfix: CVLOD Terrain
- Bugfix: TGorillaControl.GetAbsoluteBoundingBox()
- BoundingBoxRayCastIntersect() Funktion
|
1186
|
2019-05-08
|
eric
|
CVLOD Test implementiert
|
1185
|
2019-05-08
|
eric
|
ParallaxOcclusionMapping Shadercode hinzugefügt (nicht integriert / ungetestet)
|
1184
|
2019-05-07
|
eric
|
Bugfix: MouseWheelData
Bugfix: InputController Shutdown
Bugfix: Opacity-Sorting (nicht wirklich gefixt)
|
1183
|
2019-05-07
|
eric
|
Bugfix: InputController > Global Events für MouseDown, MouseUp, MouseMove, MouseWheel, KeyDown, KeyUp
Bugfix: Control Picking
|
1182
|
2019-05-06
|
eric
|
Bugfix: Viewport.ObjectAtPoint()
Bugfix: TGorillaMesh.GetBoundingBox() falls das Mesh static buffering nutzt, war die BoundingBox leer
|
1181
|
2019-05-06
|
eric
|
Bugfix: Frustum-Culling
Bugfix: QualifiedComponentName() > Falls der Bezeichner numerisch beginnt "_" davorsetzen
|
1180
|
2019-05-02
|
eric
|
CVLOD Terrain begonnen
|
1179
|
2019-05-02
|
eric
|
Terrain: SmoothStep in Smoothing umbenannt
Terrain-Demo: Smoothing TrackBar zum Testen implementiert
|
1178
|
2019-05-02
|
eric
|
Bugfix: Smoothing-Algorithmus implementiert
> damit ist nun auch möglich kleinere Heightmaps als Divisions zu nutzen ohne harte Steps im Terrain
|
1177
|
2019-04-30
|
eric
|
+ Prüfung von HotKeys in Input Controller Thread verschoben
+ Terrain:
- StaticBuffering, Decimate Parameter auch in RandomTerrain unterstützt
- SmoothSteps begonnen
|
1176
|
2019-04-29
|
eric
|
Input: Keys als Ordinal deklariert
Bugfix: Activated / Deactivated Hotkeys werden nicht getriggert, falls nur eines davon aktiv ist
Bugfix: DefaultMaterial: UseTexturing
|
1175
|
2019-04-29
|
eric
|
Diverse kleinere Anpassungen
Faketracing deaktiviert
Shadow Komponente begonnen
Bugfix Animation: Buffer already binded
|
1174
|
2019-04-28
|
eric
|
FakeTracing: Shading abhängig von tolerance Wert
> nur ein Ansatz für weiche Schatten
|
1173
|
2019-04-28
|
eric
|
FakeTracing Shadows: Optimierung, implementation in Lights-Loop
|
1172
|
2019-04-28
|
eric
|
Bugfix: FakeTracing > DepthTest wird jetzt korrekt durchgeführt
Bugfix: FBO > Clear() / Prepare() darf nicht Depth und Stencil with Color-Buffer behandeln
Feature: Depth16 als TextureType hinzugefügt
TODO: CreateMaterial() ColorMaterial falls keine Texture vorhanden ist
|
1171
|
2019-04-26
|
eric
|
Bugfix: Terrain
> falls die HeightMap kleiner war als die Subdivisions führte dies zu optischen Problemen
> nicht mehr über die Pixel iterieren, sondern über die Vertices
SmoothStep und Clamp Funktionen implementiert
|
1170
|
2019-04-20
|
eric
|
Bugfix: Sequenzen müssen auf Input-Release reagieren
!!!
Bug: Falls zwischendurch ein Button gedrückt wird, der keinen Hotkey hat, wird trotzdem die Sequenz erkannt
|
1169
|
2019-04-19
|
eric
|
InputCodes für Mouse und Gamepad angepasst
Bug: Gamepad Sequenzen werden nicht erkannt, da hotkeys zu oft registriert werden
|
1168
|
2019-04-19
|
eric
|
Bugfix: Input Sequenzen unterstützen jetzt einen HotKey mehrfach zu definieren
Bugfix: Enabled Eigenschaft für Handler, um die Hooks unter Windows zu deaktivieren
|
1167
|
2019-04-19
|
eric
|
InputController: Sequence Handling implementiert
> es ist nun möglich HotKey Sequenzen zu definieren für Combos
|
1166
|
2019-04-18
|
eric
|
Bugfix: Mouse Hook funktioniert nun sauber > Events werden auch an Hauptfenster weitergeleitet
|
1165
|
2019-04-17
|
eric
|
Bugfix:
- InputController mit implicit Hotkey Search
- GamePad Support > Events werden umgewandelt und an TGorillaInputMessage übergeben
- GamePad Support > Data in InputMessage eingefügt um Verlinkung zu GamePad zu erhalten
|
1164
|
2019-04-17
|
eric
|
Input Units in Unterverzeichnis verschoben
|
1163
|
2019-04-16
|
eric
|
Input-Controller: HotKeys jetzt über Collections zur DesignTime konfigurierbar
|
1162
|
2019-04-16
|
eric
|
Input Controller Classes von local eingecheckt
(Stand Januar)
|
1161
|
2019-04-15
|
eric
|
GeometryPass: Cubemap Ausrichtung angepasst
Raytracing Shadow Verbesserung
|
1160
|
2019-04-14
|
eric
|
Bugfix: Drawing with Buffers
|
1159
|
2019-04-12
|
eric
|
FBO Clear mit Color, Depth und Stencil presets
|
1158
|
2019-04-12
|
eric
|
TClearTargetEx in TRenderTarget umbenannt
TFrameBufferObject.Prepare() + TFrameBufferObject.Clear() Method eingeführt für Benutzung in RenderPasses zur sauberen Benutzung von RenderTargets
GeometryTextures werden nun ermittelt (ob korrekt ist noch fraglich)
|
1157
|
2019-04-11
|
eric
|
Bugfix: Textur-Registrierung und Workaround-Buffer Berechnung
GEOMETRY_WRITE_DEPTH Test, um auch die Tiefeninformation zu speichern
Raytracing-Shadow: c_Detail für einfache Detailstufe
|
1156
|
2019-04-11
|
eric
|
Bugfix: Für VertexShader-Textures wurde die TextureUnit nicht ermittelt
> durch die Benutzung des Geometry-RenderPass führte dies zu unerwarteten Problemen
|
1155
|
2019-04-10
|
eric
|
Bugfix: Geometry[]ViewCubeMatrices wurden nicht korrekt gesetzt
Bug: wenn GeometryPass aktiv ist, gibt es im DefaultShader nur eine Textur
ACHTUNG: im eingecheckten Stand sind Raytracing Shadows nicht sichtbar
|
1154
|
2019-04-10
|
eric
|
Bugfix: ShadowMatrix Fix
Inventory: Data Property hinzugefügt um userspezifische Daten in Items zu hinterlegen
|
1153
|
2019-04-09
|
eric
|
Scene-Boundary an DefaultShader übergeben
Frustum.ToBoundingBox
|
1152
|
2019-04-09
|
eric
|
Frustum an DefaultShader übergeben
OpenGLES v2 Kompilierbarkeit wiederhergestellt
|
1151
|
2019-04-09
|
eric
|
Bugfix: SceneBounds im Viewport
Bugfix: BoundaryMin/BoundaryMax
|
1150
|
2019-04-08
|
eric
|
- Frustum-Culling implementiert
- GeometryPass rendert nun alle 6 CubeSides
- Raytracing Shadow Algorithmus aufgeräumt
- BoundaryMin, BoundaryMax in uniform buffer integriert (wird von Raytracing benötigt)
- ViewLimit nun in ViewSize (vec2 > vec4) integriert als Wert Z (near) und W (far)
- Geometry ViewMatrices in ShaderData.PassData integriert
|
1149
|
2019-04-05
|
eric
|
BinarySearch entfernt, da durch Overhead zu unperformant
|
1148
|
2019-04-05
|
eric
|
BinarySearch Ansatz für Raytracing Shadows
|
1147
|
2019-04-04
|
eric
|
BinarySearch Algorithm begonnen für Raytracing Check
|
1146
|
2019-04-04
|
eric
|
Raytracing-Shadow Optimierung:
Coordinate Packing entfernt > nicht notwendig
> 16F auch funktionabel
|
1145
|
2019-04-04
|
eric
|
- RGB32F eingeführt für reduzierte GeometryTexture Größe
- GeometryPass auf CubeMap Rendering umgestellt (6 iterations)
- Raytracing-Shadow-Check: Optimierung > wenn die LightDistance > den Default-Iterations wird direkt abgebrochen
- ViewLimit in DefaultShader editierbar
|
1144
|
2019-04-04
|
eric
|
Raytracing Shadows für GLES v2 deaktiviert, weil:
- multiple render targets nicht möglich
- 32bit floating textures nicht möglich
|
1143
|
2019-04-04
|
eric
|
- BeginSetup/EndSetup für TGorillaTextureBitmap eingeführt
- Opacity Wert wird nun berücksichtigt in DefaultShader
- Raytracing-Shadow:
+ Optimierung > Limitierung der Iterations auf maximal die Lichtentfernung
+ Bugfix: Schattenhelligkeit abhängig von Entfernung zur Lichtquelle
- ViewLimit nun per Uniform an Shader übergeben
- GORILLA_GLSL_DEFINE_SHADOW erforderlich für Raytracing Schatten
|
1142
|
2019-04-03
|
eric
|
Raytracing Shadows : Theorie scheint aufzugehen
> es müssen nun mind. 4 weitere Seiten gerendert werden um die Vertices von allen Seiten aus zu prüfen
> ansonsten verschwinden Schatten, weil Vertices von anderen Vertices überschrieben wurden
|
1141
|
2019-03-29
|
eric
|
Geometry Renderpass : Texture Format fixed
Deprecated Properties: NormalTexture, SpecularTexture markiert für Kompatibilität
|
1140
|
2019-03-27
|
eric
|
Raytracing Shadows fortgesetzt
|
1139
|
2019-03-27
|
eric
|
ACHTUNG: temporär ist Raytracing Shadow Code eingecheckt
GeometryTexture in DefaultMaterial implementiert
|
1138
|
2019-03-27
|
eric
|
Geometry RenderPass hinzugefügt für Raytracing Implementation
|
1137
|
2019-03-26
|
eric
|
+ Lighting Shader aufgeräumt (unnötige Parameter entfernt, Parameterbezeichnung geändert)
+ NormalMap Material: Displacement published properties zur Einstellung des Vektors
+ Light record aufgeräumt, TVector3D anstatt alignment-byte (im Shader wird sowieso vec4 verwendet)
|
1136
|
2019-03-20
|
eric
|
DesignTime Support verbessert für Materials
|
1135
|
2019-03-20
|
eric
|
Kompatibilität für Android wiederhergestellt
|
1134
|
2019-03-20
|
eric
|
NodeFrame vorrübergehend entfernt
Alte NodeMaterial Dateien aus Package entfernt
|
1133
|
2019-03-19
|
eric
|
ParticleMaterial jetzt auf DefaultMaterial Basis lauffähig
> Skalierung passt noch nicht
Context: ShaderProgram finden und entfernen > notwendig für Liveupdate von Shaders
Bugfix: GLSL: l_SpecularColor muss immer verfügbar sein
Bugfix: GrassMaterial nutzt Lambert > reduziert Flackern
Bugfix: TerrainMaterial Texture0 entfernt, da nutzlos
|
1132
|
2019-03-17
|
eric
|
ParticleMaterial Migration zum DefaultMaterial fortgesetzt: noch AV-Fehler
|
1131
|
2019-03-16
|
eric
|
Feature: VertexColor Material nun von DefaultMaterial abgeleitet
Feature: ParticleMaterial nun von DefaultMaterial abgeleitet + TextureAtlas Funktionalität in DefaultMaterial übernommen
Feature: UpdateDefaultBitmaps(), um zur Laufzeit Texture-Defines einzuschalten (z.B. (de)aktivieren von Schatten oder Reflektion)
Bugfix: ColorMerging überarbeitet
|
1130
|
2019-03-15
|
eric
|
Bugfix: TimeInfo nicht gesetzt unter GLES v2
Bugfix: Terrain-Material tiling wurde doppelt multipliziert
Bugfix: Grass-Material bewegt nun wieder das Grass
Bugfix: SplatMap-Material verwendet nun auch PoolTexturesOffset anstatt eigener Variable
|
1129
|
2019-03-14
|
eric
|
Unterstützung GLES v2 wieder umgesetzt
|
1128
|
2019-03-13
|
eric
|
Bugfix: ShaderData Alignment
Terrain-Material gefixed
Grass-Material noch buggy
|
1127
|
2019-03-13
|
eric
|
- aufgeräumt
- PoolTexture Bugfixing fortgesetzt
- DisplacementMap aus DefaultMaterial entfernt
|
1126
|
2019-03-12
|
eric
|
Umstellung von Grass-Shader auf DefaultShader begonnen
PoolTextures nicht mehr funktionabel!
|
1125
|
2019-03-11
|
eric
|
Bugfix: SpecularMap assign Fehler
|
1124
|
2019-03-11
|
eric
|
Normal- und Bumpmapping auf DefaultShader angepasst
Defines in NodeEntity eingeführt, um zur Laufzeit Felder und lokale Variablen freizuschalten
|
1123
|
2019-03-10
|
eric
|
Bugfix: Standalone PBR Material verbessert (alle Texturen implementiert)
Feature: DefaultShader unterstützt nun ein DisplacementMap im VertexShader
|
1122
|
2019-03-07
|
eric
|
PBR Texturen hinzugefügt
PBR MaterialSource hinzugefügt (fehlte noch)
|
1121
|
2019-03-07
|
eric
|
nicht mehr verwendete material units entfernt
|
1120
|
2019-03-06
|
eric
|
- RenderPassControllers können jetzt disabled werden
- PrevViewMatrix + PrevProjMatrix eingeführt, um die evtl. manipulierten Matrizen zurückzusetzen
- Reflection-RenderPass aufgeräumt
|
1119
|
2019-03-05
|
eric
|
Anpassung zur Nutzung von ReflectionPass
Viewport: BeginScene / EndScene verschoben, da die Zuweisung des MainFrameBuffers für den RenderPass nicht notwendig ist
|
1118
|
2019-03-05
|
eric
|
Bugfix Versuch: Reflection/Refraction RenderPass defekt!
|
1117
|
2019-03-01
|
eric
|
Code aufgeräumt
Shadow: Umstellung auf andere Methode, welche bis zu 5% weniger GPU Leistung benötigt
|
1116
|
2019-03-01
|
eric
|
Terrain-Rendering nun auf DefaultShader umgestellt
|
1115
|
2019-02-28
|
eric
|
Portierung von Splatmap und Terrain Material auf Basis des DefaultShaders
|
1114
|
2019-02-27
|
eric
|
DefaultShader: TexturePool integriert, um auch später mehrere Texturen zu unterstützen (SplatMap, Terrain, RuntimeShader, ...)
|
1113
|
2019-02-26
|
eric
|
Bumpmapping: Multiple Light Support
|
1112
|
2019-02-26
|
eric
|
- BumpMapping unter GLES v2 + Texture struct
- Vorbereitung des für TexturePool (Terrain, Splatmap) mittels Texture-structs
- Feature: TContextShaderVariable.CreateStruct registriert nun auch Sub-Sub-Struct
- Feature: SetShaderVariableArrayOfStruct() setzt nun auch Sub-Sub-Structs
|
1111
|
2019-02-26
|
eric
|
Tiling implementiert in DefaultShader
Bugfix: NormalMap clear on each shader
|
1110
|
2019-02-25
|
eric
|
Bumpmapping Routine hinzugefügt
(Funktioniert noch nicht nicht sauber)
|
1109
|
2019-02-25
|
eric
|
NodeShader Variablen mit direkter Wertzuweisen
Bugfix: ShadowBorderCheck
|
1108
|
2019-02-25
|
eric
|
BasicShadows implementiert: noch etwas zu transparent
|
1107
|
2019-02-24
|
eric
|
Bugfixing: Reflection, Refraction und BasicShadows fortgesetzt
|
1106
|
2019-02-24
|
eric
|
DefaultShader: Optimierung, __INOUT__ struct für Varying eingeführt, Reduzierung der varianten Matrizen
|
1105
|
2019-02-22
|
eric
|
EasyAR: Erweiterung LoadTarget
|
1104
|
2019-02-21
|
eric
|
JNI Übersetzung für Android
PermissionsRequest nun korrekt implementiert für Android
> Bug: Es scheitert das Target zu registieren und anschließend zu starten
|
1103
|
2019-02-21
|
eric
|
- Kompilierbarkeit für Android unter 10.1 wiederhergestellt
> DefaultMaterial Anpassungen bzgl. Licht (Anzahl abhängig von GLES-Version + Plattform)
> UniformBuffer ausgenommen, da erst ab GLES v3 unterstützt
- EasyAR: Bugfix Startup ohne Permissions
|
1102
|
2019-02-20
|
eric
|
EasyAR:
- Umbau für Android > PermissionsRequest muss zuvor erfolgen
- CameraCalibration auf JNI umgestellt
|
1101
|
2019-02-19
|
eric
|
Integration von VSM in DefaultMaterial fortgesetzt
|
1100
|
2019-02-19
|
eric
|
UniformBuffers für Android GLES v3
|
1099
|
2019-02-18
|
eric
|
Erweiterung des DefaultMaterials um ShadowMapping
|
1096
|
2019-02-13
|
eric
|
Bugfix: FPS Berechnung ungenau
Feature: Reflection & Refraction in DefaultMaterial, GL-Syntax Helper (am Bsp von Wax-DB-Syntax Helper)
Feature: Lambert/Phong/Blinnphong sind jetzt abgeleitet von DefaultMaterial
|
1095
|
2019-02-13
|
eric
|
NodeBased Shader erweitert
Default Vertex / FragmentShader jetzt funktionabel
|
1094
|
2019-02-12
|
eric
|
NodeBased-Shader fortgesetzt
|
1093
|
2019-02-11
|
eric
|
Begonnen mit ShaderNode Architektur
Damit lassen sich dynamisch optimierte Shader builden (mittels Defines)
Nötig für Wiederbenutzung des Basisshaders
|
1092
|
2019-02-11
|
eric
|
Bugfix: DefaultMaterial Performance-Verlust begründet durch die Benutzung der synchronisierten Methode MapBuffer()
|
1091
|
2019-02-10
|
eric
|
Feature: Global Uniform-Buffer für Vertex und FragmentShader im DefaultMaterial
ACHTUNG: PERFORMANCE-PROBLEM!
|
1090
|
2019-02-10
|
eric
|
DefaultMaterial nun mit Uniform Buffer im FragmentShader unter GLES v3.0 (#version 330) > unter DX 10.1 & DX 10.2 werden noch ShaderVariablen genutzt (sehr langsam!)
|
1089
|
2019-02-09
|
eric
|
Bugfixing: Default Material ermittelt nun korrekt die LightDirection
Auch das Specular-Level bei Phong und BlinnPhong funktioniert
Spotlight shadow is etwas hart
TGorillaLight eingeführt für erweiterte Einstellungsmöglichkeiten im DefaultShader
|
1088
|
2019-02-08
|
eric
|
EasyAR:
- Lauffähigkeit unter Android versucht > Initialisierung läuft noch nicht!
- JNI Unit hinzugefügt mit Interfaceübersetzung
- JNI Nutzung für CameraDevice und CameraFrameStreamer umgesetzt
> AttachCamera() schlägt fehl!
|
1086
|
2019-02-07
|
eric
|
EasyAR Anpassung: STATIC Load unter Android deaktiviert
Nachbesserung Viewport: Lock/Unlock
|
1085
|
2019-02-07
|
eric
|
Viewport-Feature: Lock() und Unlock() um den Rendervorgang locken zu können
> Bei AR führt die Erkennung von Targets und damit die Anpassung des Anchors, der zum Rendering vorbereitet wird, zu einer Exception.
> Die Render-Routine darf nicht manipuliert werden!
|
1084
|
2019-02-07
|
eric
|
Bugfix: Managed Cleanup > nicht alle Handles dürfen im Delphi gelöscht werden
Dafür wurde im TGorillaEasyARDefault Objekt eine Eigenschaft FManaged eingeführt, um die diversen Klassen konfigurierbar zu gestalten
|
1083
|
2019-02-07
|
eric
|
Bugfixing: EasyAR unter 32 Bit jetzt lauffähig
Meldungen beseitigt und Code aufgeräumt
|
1082
|
2019-02-06
|
eric
|
EasyAR 32-Bit Anpassung begonnen:
Es ist nicht möglich unter 32 Bit Result direkt zu addressieren
|
1081
|
2019-02-06
|
eric
|
EasyAR nun funktionabel unter Win X64
|
1080
|
2019-02-05
|
eric
|
DefaultMaterial hinzugefügt
Shader Anpassung: Struct Übertragung als Uniform
|
1079
|
2019-02-05
|
eric
|
EasyAR Anpassungen: Demo liefert nun unter 64-Bit ein Kamerabild
Target-Detection funktioniert ebenfalls
Probleme gibt es nun im Locking Mechanismus
|
1077
|
2019-02-04
|
eric
|
Portierung in Interfaces fortgesetzt
|
1076
|
2019-01-31
|
eric
|
Interfaces erstellt für die Handles
Mit Implementationsklassen begonnen zur eigentlichen Benutzung
|
1075
|
2019-01-28
|
eric
|
UnityMaterial Import Versuch
|
1074
|
2019-01-27
|
eric
|
Neues Material mit Multiple Lights und Lambert/Phong/BlinnPhong ShadingModel
als Basis für alle weiteren Materialien
|
1073
|
2019-01-23
|
eric
|
FMOD: lib nicht zur DesignTime laden
10.3 Package aktualisiert
|
1070
|
2019-01-22
|
eric
|
EasyAR : Unterscheidung nach x86 und x64 DLL, Close() Routine, die zumindest die Kamera freigibt
|
1069
|
2019-01-16
|
eric
|
- TerrainMaterialSource, SplatMapMaterialSource Bugfix
- Copyright Info in Materials angepasst
|
1068
|
2019-01-15
|
eric
|
EasyAR: Implementation fortgesetzt
Feature: SplatMap Material hinzugefügt
|
1067
|
2019-01-15
|
eric
|
- SplatMap Material begonnen
- Shader des LambertMaterial für Wiederverwendung aufgesplittet
|
1066
|
2019-01-14
|
eric
|
API Update
|
1065
|
2019-01-13
|
eric
|
EasyAR Library Implementation fortgesetzt
|
1064
|
2019-01-12
|
eric
|
EasyAR Library Methoden für: CameraCalibration, CameraDevice, FrameStreamer, CameraFrameStreamer
|
1063
|
2019-01-12
|
eric
|
Bugfix: GLESHeaderHigh muss für MSWINDOWS hinzugefügt werden
Feature: GrassShader mit Spot für Bending
Bugfix: Direction Berechnung mittels mittels Sin/Cos anstatt Zufallsalgorithmus
|
1062
|
2019-01-11
|
eric
|
EasyAR: Zip-Archive hinzugefügt für Libraries (einzelne wären 400MB groß)
|
1061
|
2019-01-10
|
eric
|
Feature: EasyAR Implementation begonnen
> Initialisierung der Library funktionsfähig
> Die restlichen API-Funktionen müssen nun umgesetzt werden
> Es sollte Delphiklassen / Records zur besseren Bedienung geben
|
1060
|
2019-01-08
|
eric
|
Deferred Rendering: Shader erstellt
Für GLES v3+ kein GLESHeaderHigh mehr voransetzen
|
1059
|
2019-01-08
|
eric
|
Anpassungen Delphi 10.1
|
1058
|
2019-01-08
|
eric
|
10.2 Support:
Multiple render targets not allowed! Compiler Direktive für OpenGLES v3+
|
1057
|
2019-01-08
|
eric
|
Delphi 10.2: Gorilla.Canvas.GPU hinzugefügt
Deferred RenderPasses hinzugefügt (nicht funktionabel!)
|
1056
|
2019-01-08
|
eric
|
- Fix: Texturing erlaubt nun auch andere Texturtypen (vorher nur RGBA/BGRA erlaubt von FMX aus)
> es wird nun mittels Buffer in TGorillaTextureBitmap ein Workaround möglich
> wurde mit 10.3 Android und Water-Demo getestet
- RenderPasses angepasst an Texturehandling und Create/CreateWithId Problem
- Bugfix: DepthPass > Bokeh
- Code aufgeräumt
|
1055
|
2019-01-05
|
eric
|
Bugfix: Billboard Proxy Normals und Shading Model bei Grass-Rendering
|
1054
|
2019-01-05
|
eric
|
Bugfix: Bokeh / CustomDepth
Feature: Grass-Rendering / Billboard Rendering > Algorithm-Class zur Erstellung von Proxies, TexturePool und Fragment-Discard zur Lösung des Transparenzproblems
|
1053
|
2019-01-04
|
eric
|
Bugfix: MaterialSource wiederbenutzen wenn gleiches TMaterialDef verwendet wurde (Sponza-Modell führt sonst zu OutOfMemory Exception)
Bugfix: OBJ ModelLoader > Fehler bei Polygons mit Leerzeichen am Ende (Sponza-Modell)
Bugfix: OBJ ModelLoader > Materials werden nun unmittelbar bei mtllib keyword geladen
Bugfix: GetIndexBufferSupport() > falls die Extension nicht vorhanden ist, ist der Typ unter MSWindows nicht 32-Bit sondern nur 16-Bit
Bugfix: TCustomContextOpenGL.DoBitmapToTexture() führte bei Startup zu Initialisierung von D2D Texturen
Bugfix: GetVertex() Funktion Bedingung für falschen Index nicht korrekt
|
1052
|
2019-01-03
|
eric
|
- Bugfix: DirtyHackApplyMeshDataBuffers() unterband eine Bufferkopie wenn keine Daten enthalten sind
> aber in diversen Komponenten wird ein neuer leerer VertexBuffer benötigt
- TGorillaBillboard Bugfixes und Merger
- GrassMaterial: mit Test zu TexturePool begonnen für abwechslungsreicheres Grass
- TGorillaPlane mit StaticBuffering hinzugefügt
|
1051
|
2019-01-02
|
eric
|
GrassShader angepasst
|
1048
|
2019-01-01
|
eric
|
Billboard / Grass component begonnen
Explosion Particle Emitter fixed
TGorillaRandomColorParticleInfluencer erstellt
|
1047
|
2018-12-28
|
eric
|
Depth24 + Depth32 Texture Formate hinzugefügt
|
1045
|
2018-12-28
|
eric
|
Pass Rendering angepasst
|
1044
|
2018-12-20
|
eric
|
Refactoring: TGorillaTextureComponents durch TPixelFormatEx ersetzt
AttachTexture in RenderPasses an letzte Änderung angepasst (zusätzlicher Parameter "Context")
Diverse Demos getestet
|
1043
|
2018-12-20
|
eric
|
Anpassungen für Android unter 10.3
> es gibt noch immer Probleme mit Texturen die nicht RGBA sind
> die Darstellung von TGorillaTexture bereitet unter gewissen Umständen Probleme
WaterMaterial aufgeräumt
|
1042
|
2018-12-18
|
eric
|
- Bugfix: SkyBox überzeichnet alles > TGorillaRenderingCompare implementiert, um Sortierung zu
korrigieren + DoUpdateParentRenderList() in TGorillaControl implementiert
- Bugfix (TODO): FrameBuffers (Android v2) > leider noch nicht vollends funktionabel
> Ursache: unter Android werden die Texturen aus dem RenderPassController nicht initialisiert
und haben somit kein Handle, was zu Problemen im FrameBuffer führt
- Bugfix: WaterMaterial (Android Fehler beseitigt) - RenderPasses noch nicht lauffähig
|
1041
|
2018-12-14
|
eric
|
- TFrameBufferObject.Check(): detailliertere Fehlerausgabe (Probleme unter Android)
- GLESv3 erst mit Delphi 10.3 kompilierbar
- Bugfix: Blinn, Phong, Lambert, Water + Ocean Shader für Android
|
1040
|
2018-12-13
|
eric
|
Bugfix: Lambert Material unter Android
|
1039
|
2018-12-13
|
eric
|
Anpassungen 10.3
Vorbereitung für den Umstieg auf OpenGLES3.0
> Include Dateien angepasst/erstellt
|
1038
|
2018-12-13
|
eric
|
Cube-Rendering nun möglich, allerdings Materials nicht alle funktionabel
Umstellung auf OpenGLES 3.0+ folgt
|
1037
|
2018-12-12
|
eric
|
- Anpassungen 10.3 + 10.2 > ContextRendering unter Android
- DrawPrimitiveBatch Routine aufgeräumt -> doppelte Buffer bindings als Ursache
- GORILLA_INDEX_FORMAT plattformabhängige Konstante zur Unterscheidung ob 16 oder 32 Bit
- TGorillaMesh: Umbau von TMesh in TMeshData Subkomponente > dadurch den Renderzyklus reduziert
- Gorilla.jar in packages lib hinzugefügt für zukünftige Buildings
|
1036
|
2018-12-11
|
eric
|
Anpassungen 10.3
|
1035
|
2018-12-11
|
eric
|
Anpassungen 10.3 + fehlende Units in 10.2
|
1033
|
2018-12-07
|
eric
|
Arena:
- Zeitstempel in Logausgabe integriert + zentrale Logging-Funktion
- TTetheringProfileInfo bei AddRemoteUser() und UserList received integriert für Subscription von Item-Resources
|
1032
|
2018-12-07
|
eric
|
Arena:
-Item in Entity umbenannt
-UserList Bugfix
|
1031
|
2018-12-05
|
eric
|
Umbau ArenaManager: Es muss hier besser mit UserInterfaces und ItemInterfaces umgegangen werden
> Unabhängigkeit von TetheringManagerInfo
BUG: Es kommt zu Änderungen der Id beim Update der UserList
|
1029
|
2018-11-29
|
eric
|
Bugfixes und DesignTime Anpassungen
|
1026
|
2018-11-27
|
eric
|
AssetsManager:
- Dokumentation verbessert
- Ableitung auf TOwnedCollection umgestellt, damit DesignTime läuft
LayeredMaterial:
- Ableitung auf TOwnedCollection umgestellt, damit DesignTime läuft
DialogueSystem:
- Ableitung auf TOwnedCollection umgestellt, damit DesignTime läuft
- Panels angepasst (Output offen)
InventorySystem:
- Ableitung auf TOwnedCollection umgestellt, damit DesignTime läuft
SkillSystem:
- Ableitung auf TOwnedCollection umgestellt, damit DesignTime läuft
|
1024
|
2018-11-26
|
eric
|
Support für 10.3 Rio begonnen
|
1023
|
2018-11-26
|
eric
|
HUMANOID-ANIMATION-BUGFIX!!!
BoxingMan und Cowboy Animationen gefixed. Es gibt nur noch minimale Glitches!
Beste Animation bisher ...
|
1022
|
2018-11-26
|
eric
|
Compiler Warning: Skinned / Skeleton Humanoids erkennen
|
1021
|
2018-11-26
|
eric
|
Bugfix: JointArray Bug > es wurde auf "< High(FJointArray)" geprüft. Damit wurde der letzte Joint stets ignoriert.
Bugfix: FInverseBindTransform Matrix ist bei einigen Joints eine NullMatrix und muss als Identity-Matrix gesetzt werden
|
1020
|
2018-11-26
|
eric
|
- Berücksichtigung des Cachings beim ExistingModel (DAE und G3D) Ladeverfahren
- Gorilla.Animation Unit dokumentiert
- IsCacheable() Funktion implementiert zur Prüfung, ob eine AnimationsDefinition überhaupt gecached werden soll
- Bugfix: AnimateSkin() darf bei None-Caching nur Laufen, wenn die Animation auf aktiv ist
|
1019
|
2018-11-23
|
eric
|
Bugfix: Partielle Joint-Nutzung in Mesh (ohne komplettes Skeleton) führte zu Problemen bei einigen Modellen (BoxingMan)
Optimize: TAnimationCaching optimiert -> anstatt eines TimerService wird nun schlicht die Framezeit addiert nach jedem Frame
Refactoring: "CachedAnimations" Eigenschaft aus TGorillaModel entfernt, da unnötig und verwirrend
Feature: TSkeletonKeyAnimation hinzugefügt und implementiert in TGorillaAnimation, um die Vielzahl an Interpolators in diversen Modellen auf einen Einzigen zu reduzieren.
|
1018
|
2018-11-22
|
eric
|
BUGFIX: Multi-Mesh Animation
Untermeshes wurden nicht gecached
> die Implementierung musste überarbeitet werden
|
1017
|
2018-11-22
|
eric
|
Bugfix: Animation Caching
|
1016
|
2018-11-20
|
eric
|
Properties: Height, Width, Depth versteckt, da nutzlos
|
1015
|
2018-11-19
|
eric
|
ManualRendering eingeführt: aber noch nicht funktionstüchtig
|
1014
|
2018-11-18
|
eric
|
Weitere DesignTime Exception beseitigt
GorillaViewport.EndUpdate() führt ein Invalidate aus
|
1012
|
2018-11-18
|
eric
|
Anpassungen für DesignTime Nutzung: statt TFrame > TPanel
Diverse kleinere Bugfixes
TGorillaCube jetzt mit StaticBuffering
TGorillaCylinder mit StaticBuffering hinzugefügt
|
1011
|
2018-11-16
|
eric
|
Golem Model und Animationen hinzugefügt
Arena JSON Wrapper angepasst
|
1010
|
2018-11-15
|
eric
|
Bugfix: FBX ohne Material führten zu AccessViolations
Feature: ParticleEmitter und Influencer nun in IDE Tool Palette
Bugfix: AV beseitigt in DirtyHackApplyMeshDataBuffers()
Bugfix: ParticleEmitter mit parent published properties
|
1009
|
2018-11-14
|
eric
|
Bugfix: Arena darf erst verbinden, wenn auch explizit Join() ausgeführt wird. Tat dies impliziet und damit nicht vollständig
Arena AppTethering Demo hinzugefügt
|
1008
|
2018-11-13
|
eric
|
Arena Framework angepasst: LocalResources automatisch generieren und setzen
> werden als Mirror angelegt, um bei Bearbeitung direkt an alle Mitglieder übertragen werden
|
1007
|
2018-11-13
|
eric
|
Bugfix: XMLViewer, JSONViewer, ModelViewer
Feature: alte Komponente Arena hinzugefügt (Tethering Game)
|
1006
|
2018-11-12
|
eric
|
Anpassungen: Zur DesignTime Nutzung
> jede Menge Abstürze beim Hinzufügen von Sphere, Mesh, Terrain und Skybox
|
1004
|
2018-11-07
|
eric
|
Package aktualisiert: Kompilierbarkeit wieder hergestellt
|
1003
|
2018-11-07
|
eric
|
- Register() Funktionen aus den einzelnen Units in Gorilla.Components gesammelt
- TGorillaTerrain nun von TGorillaMesh abgeleitet
|
1000
|
2018-11-04
|
eric
|
Neue Materialien:
Sun, Glowing
|
999
|
2018-11-02
|
eric
|
Terrain: doc fixed
|
995
|
2018-11-01
|
eric
|
XmlDoc Anpassungen, da sonst nicht zu parsen
SkyBox umstrukturiert für DesignTime Nutzung
|
993
|
2018-10-31
|
eric
|
- TGorillaSphere: umgebaut auf eigene Komponente: damit ist StaticBuffering möglich
- TGorillaTerrain: Laden und Speichern von Terrains jetzt möglich
- TMeshDef : ApplyFromMeshData() um StaticBuffering zu erleichtern
- TGorillaMesh: Laden und Speichern von Komponenten
|
992
|
2018-10-28
|
eric
|
Bugfix: FMOD nicht ladbar in Logging-Modus (Datei muss erstellt werden)
Bugfix: kein Static-Load unter Windows mehr!
Skybox: published Properties um Seitenbilder zu laden
EULA für FMOD hinzugefügt
|
990
|
2018-10-28
|
eric
|
Anpassung: Kompatibilität Android
|
989
|
2018-10-26
|
eric
|
Scripting Anpassung
|
988
|
2018-10-25
|
eric
|
Code Teile in neue Dateien ausgelagert
|
987
|
2018-10-23
|
eric
|
Bugfix: Scripting + Shader in eigene Unit gepackt
Elf für Mixamo Import aufbereitet
|
986
|
2018-10-19
|
eric
|
FEATURE: FMOD, unter Android zum Laufen gebracht!!!
Gorilla.jar + FMOD.jar notwendig
|
985
|
2018-10-18
|
eric
|
FMOD: begonnen mit Wrapper JAR, um System.Load() korrekt auszuführen
|
984
|
2018-10-15
|
eric
|
Anpassung: FMOD Android > libfmodL.so an falscher Stelle
|
983
|
2018-10-15
|
eric
|
GorillaScript fortgesetzt:
Versuch mit Shader Tokens + GLSL Token
|
982
|
2018-10-13
|
eric
|
- UnitHandling fixed
- ForLoop
- Parsing in v1 lauffähig
- XML Struktur speichern begonnen
|
981
|
2018-10-13
|
eric
|
Gorilla-Script:
- Unit-Handling verbessert
- try-except-finally block handling
- DeclareEmbeddedGlobalFunction() Funktion für einfache Deklaration von embedded Routinen
- "stdio" embedded class eingeführt für bessere Handhabung von WriteLn() und ReadLn()
|
980
|
2018-10-12
|
eric
|
Scripting angepasst > läuft fast durch
> aktuelles Problem: Unit-Verlinkung
|
979
|
2018-10-11
|
eric
|
Delphi Scripting: Parser
|
978
|
2018-10-10
|
eric
|
Scripting fortgeführt
|
977
|
2018-10-09
|
eric
|
Kleinere Scripting Anpassungen
|
976
|
2018-10-09
|
eric
|
- FMOD: Android Support Tests (nicht lauffähig)
- Code aufgeräumt
- Scripting begonnen
- Simplification Alternativen versucht
|
975
|
2018-09-28
|
eric
|
Simplify Demo Units hinzugefügt
> wäre ein besserer Ansatz für Polygon-Reduktion
|
974
|
2018-09-27
|
eric
|
Alternative Reduktionsroutine hinzugefügt (Douglas Peukers)
|
973
|
2018-09-27
|
eric
|
Reduction: Umsetzung mittels Vertex und Indexbuffer
> läuft sichtlich schneller (weitere Optimierungen sind machbar)
|
972
|
2018-09-27
|
eric
|
CAUTION: Reduction defect! - Refactoring in Arbeit
|
971
|
2018-09-27
|
eric
|
- Reduction für Terrains lauffähig, aber nicht optimal (dauert 3 sek)
- ShowGrid für Terrains
|
970
|
2018-09-27
|
eric
|
- Bugfix: Abstraktionsfehler nach Refactoring des Gorilla.Context.GLES
- Bugfix: Context.GLES aufgeräumt > Shader.Use() und Shader.ActivateDefault() eingeführt
- Bugfix: Terrain nicht mehr renderbar, weil stets ein leerer VertexPositionBuffer angelegt wurde, anstatt den All-Buffer zu verwenden
- Optimization: inc(VertexPtr) anstatt VertexPtr[AIndex]^ verwenden bei einem Attribute im CacheBuffer > bringt ca. 200 - 300ms
- TAnimationDef.CachingFlags: wurden bisher vom Caching nicht gesetzt, können jetzt public gelesen werden.
|
969
|
2018-09-26
|
eric
|
- Polygon-Reduction added
- mz3 Fileformat
|
968
|
2018-09-26
|
eric
|
Package Fix:
- Nach Änderungen an Gorilla.Context.GLES war das Package nicht mehr buildbar
- diverse Anpassungen (CRLF am Dateiende entfernt)
- Dokumentationen mit <param> angepasst, wo es kein Parameter ist.
- Meldungen beseitigt
|
967
|
2018-09-26
|
eric
|
- GLES Context in Units aufgeteilt
- Dokumentation
- #13#10 entfernt nach "end."
|
966
|
2018-09-25
|
eric
|
Optimierung: Caching-Mechanismus > FMeshBuffers implemeniert um ein schnelles Kopieren zu ermöglichen falls nur VertexPositions gecached werden sollen.
|
965
|
2018-09-25
|
eric
|
FMOD: nun auch als dyn lib ladbar
FMOD: Android-Support begonnen
Optimierung: AnimateSkin() Routine!!! 60% schneller
|
964
|
2018-09-24
|
eric
|
- AnimateSkin() / Caching optimiert
- TGorillaLoader dokumentiert
- TGorillaAnimationManager: PlayAnimation(), PlayNextAnimation() und PlayPreviousAnimation()
- Caching nun einstellbar beim Laden der Definition
- Neu: TJointDef.HumanoidIndex
- Neu: TAnimationDef.IsCached
|
962
|
2018-09-22
|
eric
|
Bugfix: DialogueDesigner: Translation/Parameters Table geladen, obwohl keine Eigenschaft existiert
Optimize: EditButton im DialogueFlowChartPattern anstatt Klick auf das Icon
Demo aktualisiert
|
961
|
2018-09-21
|
eric
|
FMOD in MarkerDetection Demo implementiert
Anpassung des AudioManagers an die individuellen Bedürfnisse
- FMOD: NetworkTimeout Property fehlte, Modes besser dokumentiert
|
960
|
2018-09-21
|
eric
|
- FMOD: Refactoring der Record-Namen
- Dokumentation Pathfinding
|
959
|
2018-09-20
|
eric
|
- Bugfix: AudioPlayerFrame, Feature: Positionsanzeige und Zeitangabe
- TGorillaAudioAsset: alle Formate für FMOD nun integriert
- AudioManager entfernt (viele Threads werden angelegt)
|
957
|
2018-09-20
|
eric
|
Bugfix: AgentWidth wird nun mit berücksichtigt in GridSize und erstellt eine AdjustedGridSize
Todo: 3D-Path liegt manchmal direkt am Objekt
|
956
|
2018-09-20
|
eric
|
platform binaries und images hinzugefügt
|
955
|
2018-09-19
|
eric
|
Bugfix: Darstellung des Pfades im 3D-Space nicht korrekt
Published Properties
|
954
|
2018-09-18
|
eric
|
Pathfinding fortgesetzt:
- Agent eingebunden in FindPath
- GorillaPath3D kann jetzt automatisch erstellt werden
Bug: Ausrichtung des zentrierten Pfads passt noch nicht!
|
953
|
2018-09-18
|
eric
|
Pathfinding fortgesetzt: kleinere Bugfixes und Zeichenfunktion zur Kontrolle
|
952
|
2018-09-17
|
eric
|
Pathfinding Demo begonnen:
AStar Algorithmus refactored
|
950
|
2018-09-17
|
eric
|
Auf Record-Strukturen umgestellt - damit sind keine Wrapperklassen mehr nötig
TGorillaFMODAudio eingeführt
|
949
|
2018-09-17
|
eric
|
FMOD: Klassenmodell abgeschlossen
|
948
|
2018-09-16
|
eric
|
SoundGroup, Geometry und Reverb3D umgesetzt
DSP noch offen
|
947
|
2018-09-16
|
eric
|
Channelgroup fertig implementiert
|
946
|
2018-09-16
|
eric
|
FMOD Channel Wrapper Method implementiert (nur noch wenige fehlen)
|
945
|
2018-09-15
|
eric
|
FMOD Sound Wrapper Klasse fertig umgesetzt
|
944
|
2018-09-15
|
eric
|
Sound Wrapper Klasse fortgesetzt
SubSounds jetzt möglich
|
943
|
2018-09-15
|
eric
|
- FMOD Implementation fortgesetzt
- Refactoring der Wrapper Klassen: in einzelne Units ausgelagert, da die Übersichtlichkeit litt. Library Units mit "Lib" Präfix versehen
|
942
|
2018-09-14
|
eric
|
FMOD API Anpassung: Streaming geht noch nicht
|
941
|
2018-09-13
|
eric
|
FMOD Klassenkapselung begonnen:
API Funktionen in Komponente hineinpacken
|
940
|
2018-09-13
|
eric
|
windows plattform dateien entfernt, weil unnötig
|
938
|
2018-09-13
|
eric
|
FEATURE: FMOD Portierung ist in einer Demo funktionabel!
|
937
|
2018-09-13
|
eric
|
Headerportierung
|
936
|
2018-09-12
|
eric
|
FMOD Portierung
|
935
|
2018-09-12
|
eric
|
QR-Code Detector:
- unsafe code "ausgeblendet"
- TFinderPatternInfoEvent: mit Abort Möglichkeit > is für AR wichtig!
Marker Detection Demo:
- Kamera-Einstellungen optimiert
- QR-Code Decoding wird nun abgebrochen, da wir nur die Marker benötigen
|
934
|
2018-09-11
|
eric
|
FMOD Translation fortgesetzt
Audio FMOD Demo hinzugefügt
|
933
|
2018-09-11
|
eric
|
Mit FMOD Implementation begonnen
|
932
|
2018-09-10
|
eric
|
MarkerDetection Demo:
- Game fortgesetzt
- neue Audiofiles implementiert
AudioManager:
CriticalSection anstatt Monitor implementiert (schneller)
|
931
|
2018-09-10
|
eric
|
Feature: DialogueSystem unterstützt nun Character's um einfacher die Sprecher von Items zu setzen
|
930
|
2018-09-09
|
eric
|
- Dokumentation: Model, Mesh, Control
- 10.2.3 Package angepasst: Gorilla.UI.FlowChartInput Dialog ist hinzugekommen
Feature:
- ShowNormals für Modelle nun aktivierbar
- ModelViewer angepasst, um Normals und Wireframe zu zeichnen
|
928
|
2018-09-09
|
eric
|
Bugfix:
- ParticleSystem: gl_PointSize falsch berechnet (musste an Kameraposition angepasst werden)
Feature:
- FlowChartInputDialog hinzugefügt, um flexibel Eingaben abzufragen (Delphi Dialog ist defekt)
Optimization:
- FlowChart: Items und Events werden nicht mehr per InputQuery sondern nun üer FlowChartInputDialog erstellt (Delphi Dialog ist defekt - Abbrechen geht nicht)
|
927
|
2018-09-08
|
eric
|
Refactoring:
- Materialnamen mit Präfix "Gorilla" versehen, um ein einheitliches Komponentenbild zu haben
- Skybox: "FSize" ersetzt durch direkte Benutzung von Width, Height und Depth
- NormalMap von TGorillaBasicLightMaterial und nicht mehr von TCustomMaterial abgeleitet > damit werden redundante Eigenschaften beseitigt und Basisfunktionalität (Matrizen, Licht, usw.) an einer Stelle gebündelt.
Features:
- ParticleMaterial jetzt mit Lambert-Shading Model > dadurch werden Partikel unter Berücksichtigung des Lichts gerendert
Dokumentation:
- etliche Materialien und weitere Komponenten mit XML Comments versehen
- XML's eingecheckt
Bugfix:
- NormalMap / BumpMap Materials waren defekt nachdem diese für Android umgebaut wurden
|
926
|
2018-09-07
|
eric
|
- TGorillaLanguageMap: Laden und Speichern für DialogueSystem, Inventory und SkillSystem vereinheitlicht (CDATA Knoten)
- DialogueSystem: "Id" in "Ident" umbenannt, um Konflikte mit internem "ID" Feld zu vermeiden
- DialogueSystem: dokumentiert!
|
925
|
2018-09-07
|
eric
|
Marker Detection Demo:
- Explosionen hinzugefügt
- Dialog mit DisplayTime für flüssiges Abspielen
- woman-run Animation geändert
> es gibt nun eine FloatAnimation die die Figur bewegt
- Ratespiel begonnen zu implementieren
AudioManager:
- Bugfix: falls ID < 0 oder nicht gecached wurde
- Dokumentation hinzugefügt
Viewport AR:
- LastRecognition hinzugefügt, um eine Einschätzung zu geben wie stabil die Erkennung läuft
- DrawAxis nun konfigurierbar
Partikelsystem:
- ParticleMaterial an Änderungen von BasicLightMaterial angepasst
- ParticleEmitter mit neuen Events: OnStart, OnStop, OnProcess, OnEmitted
- MaxAutoEmitTime eingeführt, um eine maximale Laufzeit für Animationen einfach zu regeln
( nützlich bei Explosion )
- GetElapsedTime, GetDeltaRawTime und GetDeltaTime besser organisiert
- ExplosionEmitter mit MaxAutoEmitTime von 3000ms
DialogueSystem:
- Bugfix: letztes FlowItem stoppt nicht den Dialog.
- mit Dokumentation begonnen
- StopEvents() eingeführt, wo nun OnEndDialogueItemEvent aufgerufen wird (nicht mehr in ExecuteEvents)
DialogueOverlay:
- Callback events: OnStart, OnStop
- ExecuteEvents:
- "animation" kann nun auf TAnimation Instanzen starten
- "audio" kann nun cached audio files im AudioManager abspielen und beim Skip stoppen.
- ClearTimers restrukturiert
|
924
|
2018-09-06
|
eric
|
SkillSystem fortgesetzt: Laden / Speichern
> Darstellung in FlowChart
|
923
|
2018-09-06
|
eric
|
- AudioManager: empty.mp3 nun als Resource.inc implementiert und wird dynamisch ausgerollt
- DialogueSystem:
- Timer Event
- Bugfix: Flow Items jetzt durchklickbar
- UI Overlay Komponenten für dynamische Benutzung eines Dialogsystems
- Marker Detection:
- Bugfix: Thread
- ausgebaut mit Demo-Dialog, Animationen und Audiofiles
|
922
|
2018-09-05
|
eric
|
Viewport AR umstrukturiert: Thread für den Scanning Prozess
|
921
|
2018-09-05
|
eric
|
MarkerDetection Demo erweitert: Es soll eine AR-Demo entstehen wo ein Dialog zwischen 2 Modellen dargestellt wird
Blob Recognition erweitert
|
920
|
2018-09-04
|
eric
|
AR Marker Detection: Bessere Verschmelzung mit 3D-Welt, Optimierungsversuche
|
919
|
2018-09-04
|
eric
|
- Bündelung der Verbindungseinstellung in einem Record
- ProxyEinstellungen in REST und SVNClient
- AR: GlyphRecognizer + QuadrilateralDetection
- Code aufgeräumt
|
918
|
2018-09-03
|
eric
|
AR: begonnen mit simpler Quadrilateral-Erkennung für stabilere Erkennung anstatt QR-Code.
|
917
|
2018-09-03
|
eric
|
AR Komponenten nach lib verschoben und in TGorillaViewportAR vereinigt
|
915
|
2018-09-02
|
eric
|
- SkillSystem: FlowChart UI erweitert
- OceanMMaterial: Reflection + Refraction hinzugefügt (experimentell)
- BasicLightMaterial: Opacity aus Context (und nicht mehr über separate Property) entnommen
|
914
|
2018-09-02
|
eric
|
Rechtliche Hinweise angepasst (2017-2018)
SkillSystem UI FlowChart hinzugefügt (noch nicht vollends umgesetzt)
|
913
|
2018-09-01
|
eric
|
- LanguageMap angepasst für einheitliche Speicherung in XML
- SkillSystem erweitert: GUID, Speicherung/Laden in XML, Skill-Links, ...
- Fehlender SimpleInventory Frame eingecheckt
|
911
|
2018-08-31
|
eric
|
SkillSystem begonnen
|
909
|
2018-08-30
|
eric
|
- FEATURE: OceanMaterial als v1 fertiggestellt
- In Material-Units fehlende Copyrighthinweise eingefügt
|
908
|
2018-08-29
|
eric
|
Feature: Ocean Material
Demo: neue Ocean Demo
|
907
|
2018-08-29
|
eric
|
FEATURE: BasicMaterials > Lambert, Phong, BlinnPhong
unterstützen jetzt Reflection, Refraction und Opacity
|
906
|
2018-08-29
|
eric
|
FEATURE: stable terrain collider (rain and sphere fall demo)
|
905
|
2018-08-29
|
eric
|
- Optimization: TQ3Triangle.ClosestPoint2() nun im SphereToTerrain Collider genutzt (schneller)
- Feature: TGorillaPhysicsSystem.RemoteBodyImpulse() + TGorillaPhysicsSystem.RemoteBodyForce() Funktionen zur Impuls-Steuerung von Bodies
- q3ClampVLH() als Alternative Parameterliste zu q3Clamp()
- Physics-Demo mit ThirdPersonTest
|
904
|
2018-08-29
|
eric
|
FEATUER! MARKER DETECTION MIT KORREKTER DARSTELLUNG
Bugs: Glitches durch das Kippen der Achsen
Todo: Stabilisierung um das Zittern zu unterdrücken, Kippen der Achsen abfangen
|
903
|
2018-08-28
|
eric
|
MarkerDetection Demo aufgeräumt
|
902
|
2018-08-28
|
eric
|
Gorilla.Control: Schnelle SetAbsoluteTransformation() Routine!
MarkerDetectionDemo: Translation nun korrekt!
|
901
|
2018-08-28
|
eric
|
Bugfix: Terrain führt nun ein RebuildRenderingList() durch um die Z-Order korrekt darzustellen (Probleme mit SkyBox)
Bugfix: Particle Physics Collider Size reduziert
Feature: Physics Waterfall
Bugfix: PhysicsParticles Demos gefixed
|
899
|
2018-08-27
|
eric
|
Q3 Body : Änderung rückgängig gemacht
|
898
|
2018-08-27
|
eric
|
STATE: Eine erste glitchy Version von AR ist nun vorhanden.
Die Translation passt noch nicht, aber die RotationsMatrix wird nun korrekt angewandt, unter der Annahme, dass FCamera.Z = positiv!
Glitches entstehen, falls die Achsen kippen aufgrund der falschen Posit-Wahl
- Quaternion dokumentiert
|
897
|
2018-08-26
|
eric
|
Bugfix: Physics Terrain-Collider
> TODO: AABB muss noch korrekt transformiert werden bei Rendering
Bugfix: TGorillaMesh.GetMeshMatrix() > Höhenkorrektur
|
896
|
2018-08-26
|
eric
|
- Gorilla-Terrain Anpassung > nicht korrekte MeshMatrix nach Umbau auf TGorillaModel
- TCustomMeshDef kann nun eine BoundingBox berechnen
- Gorilla.Material.Particle: verwendet nun eine echte mat4-Matrix anstatt einer umständlichen Berechnung
- PhysicsInfluencer: Korrektur nach Anpassung in PhysicsEngine
- PhysicsCollider: UserDataType implementiert zur Unterscheidung des UserData Inhalts
- AccelerateMesh(): Bugfix > Exception falls keine Triangles verfügbar waren
- TCustomMeshHelper jetzt in Gorilla.Utils.Types verschoben
|
895
|
2018-08-25
|
eric
|
- SpotEmitterEffect für Raindrop-Splashes hinzugefügt
- ParticleCollider nur auf expliziten Wunsch mit Kollisionsprüfung
- Q3Body jetzt mit UserDataType Feld um den Typ des Pointers zu erkennen
- Bugfix: Particle Q3Body free
- neue Texture hinzugefügt
|
894
|
2018-08-25
|
eric
|
- AR-MarkerDetection: Anpassung
- Neue Physics Particle Demo: Verknüpfung mit Q3PhysicsEngine
- Dokumentation der Physics Engine
- Neuen Physics ParticleCollider eingeführt
- Neuen TGorillaPhysicsInfluencer eingeführt
|
883
|
2018-08-14
|
eric
|
Axis Projection implementiert + TestCase der Vorlage
> leider funktioniert da iwas hinten und vorn nicht!
|
882
|
2018-08-13
|
eric
|
Bugfix: Point3DInverse()
|
881
|
2018-08-13
|
eric
|
Bugfixes and Updates
wax.inc erweitert für VER320
|
880
|
2018-08-12
|
eric
|
Bugfix: AndroidContext VER320
> Front/Back-Bufferproblem mit implementierter Methodik von Embarcadero
Neues Package für 10.2.3 hinzugefügt (10.2.2 nicht mehr unterstützt)
AR-Komponenten erweitert
|
878
|
2018-08-10
|
eric
|
Weitere Portierung angestrebt: Coplanar Posit
|
875
|
2018-08-09
|
eric
|
Bugfix: MatrixToString (Delimiter nicht immer korrekt gesetzt)
MarkerDetection Demo erweitert
|
869
|
2018-08-07
|
eric
|
Bugfix: Valid() in CreateFromTexture() darf erst ab 10.2 erfolgen
|
867
|
2018-08-06
|
eric
|
Android-Support für DX 10.2 Tokyo :
Leider ist Front/Backbuffer Darstellung nicht korrekt
|
864
|
2018-08-02
|
eric
|
- XmlDocs Update
- Bugfix: ParticlesEmitter
|
863
|
2018-08-02
|
eric
|
Bugfix: Android IndexBuffer ist by-default auf 4-byte anstatt auf 2-byte!
Gorilla.DefTypes.Utils.DirtyHackApplyMeshDataBuffers() Funktion implementiert, um Vertex- und IndexBuffer Probleme zu beheben!
|
862
|
2018-08-02
|
eric
|
Bugfix: Android > Lambert, Phong, Blinn, NormalMap, BumpMap Materials
Feature: GLSL log bei Fehler unter Android
|
861
|
2018-08-02
|
eric
|
Bugfix: Beim Laden in ein existierendes GorillaModel wurde der Name gecleared, wodurch die Komponente gelöscht wurde.
Aktualisiert XML-Docs
Package angepasst: bedingte Includes wurden in Gorilla.Platform verschoben
|
860
|
2018-08-02
|
eric
|
- GorillaControl mit Standard-Published Properties
- Model: LoadNewModelFromFile() anstatt LoadModelFromFile
- Gorilla.Context.GLES.Windows fehlte im Package
|
858
|
2018-08-01
|
eric
|
MarkDetection Demo (AR) hinzugefügt
Aktualisiere XML Docs
|
855
|
2018-08-01
|
eric
|
AssetsManager: XmlViewer integriert, Misc-, Dialogue- und InventoryAssets behandelt
ShaderDesigner: Release in tools\ShaderDesigner\ verschoben
Code aufgeräumt
|
854
|
2018-07-31
|
eric
|
Inventory:
Feature: Dependencies konfigurierbar
Feature: Neue Maske zum Hinzufügen von Ingredients
Bugfix: Bei RemoveItemTemplate() müssen auch evtl. Dependencies entfernt werden!
|
853
|
2018-07-31
|
eric
|
Inventory-System:
Feature: Ingredients für Manufacturer speichern
Feature: RemoveIngredient()
Feature: IngredientsFrame für Editor implementiert
|
852
|
2018-07-31
|
eric
|
Bugfix: DialogueDesigner > Editor GrpFields Height war noch immer nicht korrekt
Bugfix: InventoryDesigner > Editor GrpFields Height war noch immer nicht korrekt
Feature: Element hinzufügen oder entfernen möglich
|
851
|
2018-07-31
|
eric
|
Bugfix: DialogueDesigner > Translation und Parameters-Frame nun innerhalb der Scrollbox
Bugfix: DialogueDesigner > Höhenanpassung des Grp_Fields Rect berücksichtigt nun auch die Margins
Feature: InventoryDesigner > Sandbox implementiert, Editor implementiert inkl. Translations und Parameters (speichern noch nicht möglich)
TODO: Neue Elemente hinzufügen
|
849
|
2018-07-30
|
eric
|
Gorilla.Utils.Language implementiert als Basis für Sprachverwaltete Komponenten (Dialogue, Inventar)
Inventar: Upgrading / Downgrading
|
848
|
2018-07-29
|
eric
|
Feature: Inventory Speichern/Laden möglich
Bugfix: Inventory max-count nicht sauber geprüft
|
847
|
2018-07-27
|
eric
|
Feature: Dependencies für Templates und dem Collecting-Prozess implementiert
|
846
|
2018-07-27
|
eric
|
Feature: Inventory System fertigestellt
Demo funktionabel mit Simple-UI
|
845
|
2018-07-27
|
eric
|
Bilder für Demo hinzugefügt
ImageList integriert
|
844
|
2018-07-26
|
eric
|
SimpleInventoryFrame UI component hinzugefügt
|
843
|
2018-07-26
|
eric
|
Inventory Fixes
UI-Frame implementiert als Basis für Inventory-Oberflächen für TGorillaInventory
|
841
|
2018-07-26
|
eric
|
Feature: LayeredMaterial implementiert
Bugfix: VertexColor falscher Shadername (hätte später zu Problemen führen können)
|
836
|
2018-07-26
|
eric
|
Bugfix: XML als UTF-8 speichern
|
835
|
2018-07-25
|
eric
|
Bugfix: DialogueDesigner
- Cleanup des FlowCharts fehlerhaft
- Cleanup des DialogueSystems fehlerhaft
- Update nach Trennung von Referenzen
Feature: FlowChart
- FindComponentByClassAndTag() implementiert, um allgemein nach Komponenten innerhalb eines Patterns zu suchen
Feature: DialogueDesigner
- Sprache ist jetzt auswählbar
ACHTUNG: Aktuelle gibt es noch einen Fehler beim Beenden des Programms
|
833
|
2018-07-25
|
eric
|
Units im Package DX 10.1 Berlin angepasst
|
832
|
2018-07-24
|
eric
|
Bugfixing: Patterns-List entfernt (doppelte Referenzen führten zu Problemn)
|
830
|
2018-07-24
|
eric
|
ParametersFrame in "ui" verschoben
|
828
|
2018-07-24
|
eric
|
Dialogue Frames in "ui" Verzeichnis verschoben
Bugfixing : DialogueEditor
|
827
|
2018-07-23
|
eric
|
DialogueEditor auf FlowChart-Komponente umgebaut
|
826
|
2018-07-23
|
eric
|
- Copyright Hinweis eingefügt
- Bugfixing: FBX Models > Translation / Scale / Rotation werden nun mitgeladen
- Bugfixing: animierte X3D Models können nun wieder geladen werden
- Cleanup: unnötige Physics Units entfernt
|
824
|
2018-07-23
|
eric
|
Layered Material als neuer Ansatz hinzugefügt
|
823
|
2018-07-20
|
eric
|
Bugfix: X3D Loader Humanoids & Joints
10.1 Package > Versionierung
|
822
|
2018-07-19
|
eric
|
AssetsManager um neue Formate erweitert:
> Misc (json,txt,xml), Audio (mp3), Video (mp4,mpg,mpeg), Dialogue (dia,dlg)
> können nun dem Archiv hinzugefügt und daraus wieder geladen werden
|
821
|
2018-07-19
|
eric
|
Bugfix: TJSONBool Type unterstützt
|
820
|
2018-07-19
|
eric
|
Feature: Imaging TGA Format hinzugefügt
Feature: FBX MappingInformationType/ReferenceInformationType erweitert
Feature: ModelViewer kann jetzt exportieren und über eine zusätzliche Maske sind Optionen auswählbar
Feature: DefTypes JSON > Unterscheidung des Vertex- und IndexDataTypes nach Binary oder Values
Bugfix: Android-Kompilat wieder möglich
Code aufgeräumt
Bugfix: AssetsManager kann jetzt auch rein im RAM betrieben werden
|
819
|
2018-07-18
|
eric
|
Asset: elephant textures fixed (mussten gestretched werden)
Bugfix: UVTextures
AssetsManager: JsonViewerFrame hinzugefügt
|
818
|
2018-07-18
|
eric
|
FBX Loader fortgesetzt
> Textures und LayeredTextures werden jetzt berücksichtigt
> Materials werden geladen
> begonnen mit Normals und UV Mapping in Geometry-Node
|
817
|
2018-07-17
|
eric
|
Connections-List wird geladen
Nodes in den Cache verlagert
|
816
|
2018-07-17
|
eric
|
FBX Loader fortgesetzt
Bugfix: AssetsManager
|
814
|
2018-07-16
|
eric
|
FBXLoader fortgesetzt
|
813
|
2018-07-16
|
eric
|
Bugfix: AssetsManager lädt nun korrekt das Model wieder aus dem Archiv
Bugfix: TTextureDef.FromJSON() Fehler beim Laden weil der qualified Classname enthalten ist
Feature: AssetsManager Demo mit Icons versehen
Feature: ModelViewerFrame implementiert
Refactoring: TGorillaAnimationList > TGorillaAnimationMap umbenannt
|
812
|
2018-07-15
|
eric
|
AssetsManager fortgeführt: Speichern und Laden in ZipArchive
Format-Loader: TGorillaLoader.LoadFromUndefinedModel ...
> X3D Loader in formats verschoben
> restliche Loader angepasst
System.Zip2 implementiert mit X64 Bugfixes
|
811
|
2018-07-13
|
eric
|
AssetsManager Demo hinzugefügt
CompassDemo hinzugefügt
AssetsManager um Archive-Load/Store Funktionalität erweitert
MaterialNodeFrame in ui Verzeichnis verschoben
|
810
|
2018-07-12
|
eric
|
Bugfix: LinePair nicht immer der korrekte Pointer zurückgegeben
Bugfix: NodeEditor weiter angepasst
|
808
|
2018-07-09
|
eric
|
FlowChart: FCanPostLink
MaterialNodes: CompositeNode
|
807
|
2018-07-09
|
eric
|
NodeMaterial fortgesetzt
FlowChartEditor: weitere Werte einstellbar (TVector3d, ...)
|
806
|
2018-07-08
|
eric
|
Bugfix: FlowChart Linien waren nicht absolut
> es können jetzt Linien auch zwischen Containables erstellt werden
Bugfix: MaterialNode Editor fixed
Feature: FlowChartEditor neue Typen hinzugefügt (Vector3D, Point3D, PointF, TValue, Enumeration)
|
805
|
2018-07-07
|
eric
|
FEATURE: Bumpmapping & Normalmapping fixed!
> so muss das aussehen!
|
804
|
2018-07-07
|
eric
|
Feature: Bester BumpMapping/NormalMapping Shader bisher
|
800
|
2018-07-03
|
eric
|
Feature: NodeMaterial
Bugfix: RuntimeMaterial
Bugfix: FlowChart Komponente
|
795
|
2018-06-23
|
eric
|
Feature: Abstraktes UI Interface für FlowChart Komponente:
FlowChartFrame, FlowChartPattern, FlowChartContainerPattern, FlowChartManagerFrame
Es ist geplant den DialogueEditor auf diese Basiskomponente umzustellen
Des Weiteren soll demnächst ein MaterialNode Editor folgen, der ebenfalls auf dieser Komponente basieren wird.
|
794
|
2018-06-23
|
eric
|
GetViewMatrix() und GetProjectionMatrix() als Basisroutinen für PassController eingeführt und in diversen RenderPasses angepasst (CustomDepth, Reflection, Refraction)
ViewportSize für Reflection & Refraction entfernt, da zum Rendern dennoch die FMX-ProjMatrix verwendet wird
> nur wenn man einen separaten Shader hätte, könnte man es so machen
Feature: WaterShader mit SpecularMap & SpecularColor Unterstützung
|
793
|
2018-06-23
|
eric
|
- Feature: IntVariablen nun übergebbar an GLSL
- Feature: Composite-Pass konfigurierbar gestaltet
> Input1 und Input2 einstellbar
> Method konfigurierbar (add, subtract, multiply, divide, mix, input1, input2)
> CompositePass nun auch als IntermediatePass nutzbar, um Zwischenschritte abzubilden
- aufgeräumt
|
792
|
2018-06-22
|
eric
|
Bokeh Projekt aktualisiert
|
791
|
2018-06-22
|
eric
|
Fix: ViewportSize für Refraction & Reflection angepasst
Fix: VSMStoreDepth ViewportSize optional
|
790
|
2018-06-22
|
eric
|
Bugfix: Refraction & Reflection
Texturen zu ClampToBorder geändert, da es zu Problemen führte
|
789
|
2018-06-22
|
eric
|
Bugfix: VSM ShadowMap Fix: unterschiedliche Mapgrößen verursachten Probleme in der Darstellung
> es musste eine individuelle RenderPass.ViewportSize einstellbar sein
> nun kann die ShadowMap individuell in ihrer Größe angepasst werden
|
788
|
2018-06-21
|
eric
|
Anpassungen ShadowMapping
|
787
|
2018-06-21
|
eric
|
Feature: VSM WORKING!
Leider ist die Schattenstärke noch zu schwach
|
786
|
2018-06-20
|
eric
|
ClampToBorder implementiert für DepthMaps
VSM und SM angepasst
|
782
|
2018-06-18
|
eric
|
Normal- und Bumpmapping Fixes!
|
781
|
2018-06-17
|
eric
|
WaterShader weiter angepasst:
Konfigurationsmöglichkeiten hinzugefügt
|
780
|
2018-06-15
|
eric
|
Watershader verbessert
|
779
|
2018-06-14
|
eric
|
- ShadowMapping Demo hinzugefügt (nicht lauffähig!)
- VarianceShadowMapping weiterentwickelt: Projektion passt schonmal, nur das Blending bereitet noch Probleme
|
778
|
2018-06-08
|
eric
|
Gorilla: FlowChart angepasst > Unterknoten bewegen sich nun mit, wenn man den Oberknoten bewegt
Gorilla: X3D Document angepasst > mzData ist falsch, Knoten sollten mzDefault sein! (xml.parser angepasst)
Datenbank Interface Unit aufgeräumt: die lib.types Unit gehört dort nicht hinein
|
777
|
2018-06-07
|
eric
|
Bugfix: XML einlesen nicht möglich, wenn in einem Kommentar ein "." enthalten war
> es wird nun stattdessen bis zum ersten folgenden "-->" gelesen
|
776
|
2018-06-06
|
eric
|
VSM bearbeitet
|
775
|
2018-06-05
|
eric
|
Watershader angepasst: wird etwas besser von der Optik
|
774
|
2018-06-04
|
eric
|
VSM angepasst an Erkenntnisse des Projective Texture Mappings
|
773
|
2018-06-04
|
eric
|
Feature: GorillaCamera begonnen
> es war bisher nicht möglich im FMX near, far und fov zu beeinflussen
> ist wichtig für Bokeh Effekt
|
772
|
2018-06-04
|
eric
|
Reflection und Refraction Pass mit GetTextureMatrix() Funktion versehen, für einfachere Benutzung
|
771
|
2018-06-04
|
eric
|
Bugfix: Watermaterial > Reflection wird nun korrekt dargestellt!!!
|
770
|
2018-06-04
|
eric
|
Anpassungen WaterMaterial und VSM
|
769
|
2018-06-02
|
eric
|
fehlende libs eingebunden
|
767
|
2018-05-31
|
eric
|
- Water-Material angepasst: leider noch nicht sauber
- TControl3DHelper.SetLocalTransformMatrix() hinzugefügt
- Reflection und Refraction aufgeräumt: separate Materials machen keinen Sinn, da nicht die Texture verwendet werden würde
|
766
|
2018-05-28
|
eric
|
Watershader angepasst: Matrizen direkt an uniform var übergeben
Terrain.MaterialSource Eigenschaft hinzugefügt
|
759
|
2018-05-24
|
eric
|
- Refactoring Gorilla.Shape > Gorilla.Mesh + TGorillaShape > TGorillaMesh abgeschlossen
- Tokyo 10.2.2 Package aktualisiert (DAE usw.)
|
758
|
2018-05-23
|
eric
|
Gorilla.Shape in Gorilla.Mesh umbenannt
|
757
|
2018-05-23
|
eric
|
Feature: StaticMeshes vollständig umgesetzt
Feature: Terrains sind jetzt TGorillaModels mit TGorillaShape und by-default Static-Meshes
|
756
|
2018-05-23
|
eric
|
Selektive Caching Mechanismen implementiert:
Es können nun nur die VertexPositions gecached werden
> dadurch reduziert sich der Speicherbedarf und der Datendurchsatz im allgemeinen
> Performance im Compressed-Mode geht auf 255FPS hoch
> Performance im Uncompressed-Mode geht auf 1500FPS hoch
|
755
|
2018-05-22
|
eric
|
TAnimationCachingFlag: OnlyVertices Flag hinzugefügt
> konfigurierbar machen, was gepuffert werden soll
|
754
|
2018-05-22
|
eric
|
AnimationFrame Compression implementiert:
für Win32 die bessere LZ4 Komprimierung
|
753
|
2018-05-21
|
eric
|
Bugfix: SetCurrentAnimation()
Falls die Animation bereits gesetzt war, aber nicht lief, wird diese nun automatisch gestartet
Bugfix: TGorillaHAnimHumanoid.AnimateSkin() wird nur ausgeführt, falls die CurrentAnimation auch auf Running steht
|
752
|
2018-05-21
|
eric
|
Animation Caching implementiert (leicht buggy)
Bugfixing: OBJ loading
32-Bit Bug festgestellt : Normals nicht mehr korrekt
|
751
|
2018-05-19
|
eric
|
Optimize: TVertexJointsList in Array umgewandelt anstatt Dictionary
> Zugriff ist deutlich schneller
Feature: TAnimationBuffer implementiert, um FrameBuffering für Animationen zu unterstützen
|
750
|
2018-05-19
|
eric
|
FEATURE: G3D Format angepasst an neues internes DefTypes-Format
(Multianimations loadable!)
g3d Modelle hinzugefügt
|
749
|
2018-05-18
|
eric
|
FEATURE: Animationen nachladen - support für DAE implementiert!
|
748
|
2018-05-18
|
eric
|
- Neues Testmodell für DAE und Bumpmapping hinzugefügt
- Bumpmapping weiter getestet
|
746
|
2018-05-18
|
eric
|
Bugfix: BasicLight, Lambert, Phong, Blinn Shader aktualisiert
> man übergibt nun direkt die Transformationsmatrizen anstatt den umständlichen Schritt über vec4[]
|
744
|
2018-05-17
|
eric
|
Bugfix: BumpMapping
> Lichteinfluss fehlt noch
|
743
|
2018-05-17
|
eric
|
Bugfix: TGorillaTextureBitmap und TGorillaTexture mit unvollständigem Assign()
Feature: Repeated, MirroredRepeat als neue TextureWraps
Feature: TTextureDef kann TextureWrap speichern / laden
Texturen-Wrapping by default jetzt auf repeat
Bugfix: Bumpmapping Shader v2 implementiert > noch nicht saubere Binormals und Tangents
|
742
|
2018-05-16
|
eric
|
Bugfix: TMeshDef.ApplyToMeshData()
> VertexBuffer.Assign() kopierte nicht die Vertex-Komponenten mit
> Dirtyhack implementiert
Bugfix: CreateMaterial() BumpMapping setzte falsche Textur
Bugfix: CalcTangentBinormals() implementiert, um fehlende Tangents und Binormals zu berechnen
Bugfix: SetVertexFormatByVertexData() ermittelte falsches Vertex-Format
|
741
|
2018-05-15
|
eric
|
Bugfix: DAE (Collada) Material Support für Bumpmapping
|
740
|
2018-05-15
|
eric
|
Optimierung Humanoid Animation
|
738
|
2018-05-14
|
eric
|
DefTypes Struktur angepasst
DAE-Loader / DAE-Model angepasst
X3D nicht mehr lauffähig!
G3D nicht getestet mit aktueller Struktur
|
737
|
2018-05-11
|
eric
|
DAE Schema weiter aufgesplittet für Android Package Support (zu viele Objekte in .o File)
Collada Units jetzt für Android kompilierbar
Package angepasst
ActivateClipPlane() für NEXTGEN deaktiviert, da nicht supported: dies muss über den Shader geregelt werden!
z.B.: if (a_Position.y > 0) [...]
|
736
|
2018-05-09
|
eric
|
Collada Schema weiter aufgesplittet für Android Package Support
|
735
|
2018-05-08
|
eric
|
Neue Funktion: SetShaderVariableMatrix() um Matrizen im Shader als mat4 zu setzen
Reflection-Pass: Anpassung zur Kameraposition
WaterMaterial: ThinMatrix Code ausgetestet (nicht lauffähig)
|
734
|
2018-05-07
|
eric
|
- ReflectionPass jetzt mit Direction-Angabe möglich
- Neuen Shadercode für Wasser gefunden, erstmal nur ausgeklammert
|
733
|
2018-05-04
|
eric
|
Wasser test vorangetrieben
|
732
|
2018-05-02
|
eric
|
TPlaneF: korrektere Bezeichner gewählt
Wassereffekt weiter vorangetrieben
|
731
|
2018-04-30
|
eric
|
Refraction- & Reflectionpass angepasst
Watermaterial angepasst
|
730
|
2018-04-27
|
eric
|
Mit Anpassung von WaterMaterial begonnen
> soll schicker werden
|
729
|
2018-04-26
|
eric
|
Neues Package für Delphi DX 10.2.2 Tokyo
> Android Context für VER320 hinzugefügt
|
728
|
2018-04-25
|
eric
|
Bugfix: Android Context Usage > Package lässt sich nun erfolgreich builden!!!
|
727
|
2018-04-25
|
eric
|
Umstrukturierung für Android-Context-Support
|
726
|
2018-04-25
|
eric
|
Bugfix: Android jetzt lauffähig
|
725
|
2018-04-25
|
eric
|
- "empty.mp3" vorerst aus AudioManager entfernt > führt zu Problemen bei der Package-Installation
- Bugfix: Multitextures
- Bugfix: eigene AndroidContext Version hinzugefügt für Delphi Berlin 10.1.1
|
724
|
2018-04-24
|
eric
|
ACHTUNG: defekte Version
> Umbauarbeiten an der Texture-Verwaltung, um Android zum Laufen zu bekommen
|
723
|
2018-04-24
|
eric
|
Anpassungen Android
|
722
|
2018-04-23
|
eric
|
Gorilla.DAE.Schema Datei begonnen aufzusplitten in kleinere Dateien:
lässt sich nicht unter x64 und Android im Package kompilieren
|
721
|
2018-03-28
|
eric
|
Minimale Anpassungen
|
720
|
2018-03-27
|
eric
|
- X3D HAnim Animation verknüpft mit DefTypes > Animation ist noch nicht korrekt
- Package erstellt für Delphi 10.1.1 Berlin
- Code aufgeräumt und Warnungen beseitigt
|
718
|
2018-03-26
|
eric
|
X3D weiter auf DefTypes umgestellt:
CoordinateAnimation läuft bereits
Humanoid und Joints sind nicht funktionabel
Gorilla.X3D.Utils aus sämtlichen Units entfernt (=> Gorilla.DefTypes.Utils)
Bugfix: Animationen werden nun aus G3D geladen (VertexIndexMap fehlte)
|
714
|
2018-03-25
|
eric
|
Begonnen mit der Anpassung von X3D and DefTypes
|
713
|
2018-03-25
|
eric
|
x3d ordner gelöscht
|
712
|
2018-03-25
|
eric
|
hanim ordner gelöscht
|
711
|
2018-03-25
|
eric
|
X3D Units aus Mainpath gelöscht
|
710
|
2018-03-25
|
eric
|
-Bugfix: Package linking
-X3D Units in formats\x3d\ verschoben
|
709
|
2018-03-25
|
eric
|
Refactoring TModelDef: Bessere Verknüpfung mit AssetsManager über Packages
> der AssetsManager darf nicht Pflicht sein
> falls ein Package übergeben wird, soll dieses benutzt werden
> alternativ werden eben Assets nicht wiederbenutzt
|
708
|
2018-03-24
|
eric
|
AssetsManager: Package-Verwaltung hinzugefügt
G3D-Loading: Bugfixes und fehlende Teile
OBJ, STL und DAE an neue AssetsPackage System angepasst
|
706
|
2018-03-23
|
eric
|
xmldoc website hinzugefügt
G3D Loader fortgeführt
|
705
|
2018-03-22
|
eric
|
G3D Loader läuft nun durch
|
704
|
2018-03-22
|
eric
|
Anpassungen Loading von G3D Dateien
|
703
|
2018-03-21
|
eric
|
Noch probleme beim laden von G3D JSON Objektbäumen
|
702
|
2018-03-18
|
eric
|
Bugfix: BSON, JSON zipped files importieren
Feature: Import G3D Format vorangetrieben
|
701
|
2018-03-18
|
eric
|
G3D Exporter: BSON und Zipped Format unterstützt
G3D Importer: begonnen
Bugfix: Models mit BindShape Matrix werden nun automatisch erkannt und korrekt dargestellt
|
700
|
2018-03-17
|
eric
|
Mixamo Model läuft zu 99% (Gebiss bleibt noch hängen)
|
699
|
2018-03-17
|
eric
|
FEATURE: Einfache DAE-Elf Animation mit DefTypes nun funktionsfähig
Mixamo Mesh ist noch zerschossen
- X3D weiter aus dem SourceCode entfernt
|
698
|
2018-03-15
|
eric
|
Bugfix: AddVertices() und AddIndices() benötigen Limitierungen, da TList<T>.List() die komplette Pufferliste zurückgibt inkl. noch nicht genutzter Bereiche
|
697
|
2018-03-14
|
eric
|
Refactoring: Mesh > Model Bezeichnung
VertexIndexMap begonnen für Ummapping von Indizes
|
696
|
2018-03-11
|
eric
|
Bugfixes:
- Indices, Weights und VertexJointsList
- Humanoid.Skeleton war nicht gesetzt
- ...
|
695
|
2018-03-11
|
eric
|
Bugfix: UV-Fixes
|
694
|
2018-03-11
|
eric
|
FEATURE: Speicherauslastung drastisch reduziert!!!
> STL, OBJ und DAE Lademechanismus angepasst
|
693
|
2018-03-09
|
eric
|
AssetsManager GetSize()
G3D Exporter implementiert für JSON/BSON Format
|
692
|
2018-03-08
|
eric
|
GetSize() & ToJSON() Routinen implementiert
zur besseren Verwaltung
|
689
|
2018-03-04
|
eric
|
Weitere Anpassungen DAE Models und DefTypes
> Joints sauber geladen
|
688
|
2018-03-04
|
eric
|
Weitere Anpassung der DAE Animationen mittels DefTypes anstatt des X3D Modells
TGorillaMesh in TGorillaModel umbenannt
|
687
|
2018-03-03
|
eric
|
DefTypes Refactoring fortgeführt:
- Animationen erstellen aus DefType
- AssetsManager mit GORILLA_ASSETS_MODELS
- X3D Units weiter entfernt
|
686
|
2018-03-03
|
eric
|
DAE Model auf ModelDef umgebaut:
Animationen sind noch nicht umgestellt
|
685
|
2018-03-02
|
eric
|
FEATURE: OBJ auf MeshDef&Co umgestellt
|
684
|
2018-03-02
|
eric
|
TBufferObject implementiert für Static Drawing (z.B. Terrain oder riesige Modelle -> Sponza)
OBJ Loader umgebaut für bessere Strukturierung
> OPTIMIERUNG NOTWENDIG (da sehr langsam!)
> RAM Auslastung besser aber noch nicht optimal
> Fix nötig: Polygone sind noch zerschossen (falsche Reihenfolge)
|
683
|
2018-03-01
|
eric
|
DefTypes implementiert, um den Speicherverbrauch durch X3D zu reduzieren:
OBJ + STL auf neues Speichermodell umgestellt
|
682
|
2018-02-28
|
eric
|
AssetsManager implementiert für bessere Verwaltung von mehrfach genutzten Texturen usw.
|
680
|
2018-02-28
|
eric
|
FEATURE: DDS Texture Support
Demo: Bokeh angepasst, für Loading von riesigem OBJ Model mit DDS-Texturen
|
678
|
2018-02-28
|
eric
|
- FEATURE OBJ Loader completed
- Bugfix: STL Loader
- Bugfix: Humanoid GetShape() > X3D tries to find inside of Humanoid and not in Mesh
- Bugfix: Diverse Bugfixes in Helper-Funktionen (MemoryViolation)
- Demo: ModelLoader angepasst an verschiedene Formate
|
677
|
2018-02-27
|
eric
|
FEATURE: STL File Import
|
676
|
2018-02-26
|
eric
|
FEATUERE: WATERMARK für Developer-Edition implementiert
- MeshToTerrain Collider begonnen
- Triangle.IntersectsWithRobust / IntersectsWith > with Triangle implementiert
|
675
|
2018-02-25
|
eric
|
FEATURE: Stable Terrain-Collider für Boxen
FEATURE: Nearly-Stable Terrain-Collider für Spheres
|
674
|
2018-02-25
|
eric
|
FEATURE: BoxToTerrain Collider mit gutem Ergebnis (von 128 fallen 3-4 hindurch)
|
673
|
2018-02-25
|
eric
|
Bokeh Component hinzugefügt
Bokeh Demo angepasst: Parameter sind jetzt einstellbar
|
672
|
2018-02-23
|
eric
|
TerrainCollider begonnen
|
671
|
2018-02-21
|
eric
|
ShadowMapping fortgesetzt
BokehBlur Pass entfernt (unnötig)
|
670
|
2018-02-21
|
eric
|
FEATURE !!!
Bokeh / DepthOfField Rendering implementiert!
|
669
|
2018-02-20
|
eric
|
Bokeh / DepthOfField Umsetzung fortgeführt
|
668
|
2018-02-20
|
eric
|
Mit der Umsetzung von Bokeh (DoF Rendering) mittels GaussianBlur begonnen (BokehBlur)
|
667
|
2018-02-19
|
eric
|
Feature: Bokeh v1 funktionabel, aber hässlich!
> besserer Weg: DepthTexture > CustomBlurH > CustomBlurV > Composite (Gaussian Blur nutzen)
|
666
|
2018-02-18
|
eric
|
Bugfixing: VarianceShadowMapping & Bokeh
|
665
|
2018-02-17
|
eric
|
Bugfix: RenderPass Handling
Gaussian Blur funktionsfähig
|
664
|
2018-02-16
|
eric
|
- RenderPasses angepasst: leichtere Vererbbarkeit durch autom. integrierte Properties: source, inputpass, ...
- Bokeh-Demo begonnen
|
663
|
2018-02-13
|
eric
|
Raw ShadowMapping Versuch
|
662
|
2018-02-12
|
eric
|
Weiterer Versuch mit Raw Shadow Mapping
|
661
|
2018-02-12
|
eric
|
VSM still not working! -.-
|
657
|
2018-01-26
|
eric
|
EyeMatrix in CustomDepth Path implementiert: weg von MVPMatrix
|
656
|
2018-01-25
|
eric
|
Unsinnig, aber eingecheckt um hier zuhause weiterzumachen
|
655
|
2018-01-25
|
eric
|
Anpassungen VSM
|
654
|
2018-01-24
|
eric
|
Weitere Anpassungen: VSM
u.a. TGorillaTextureDataType
|
653
|
2018-01-23
|
eric
|
Anpassungen VarianceShadowMapping
|
652
|
2018-01-23
|
eric
|
Context:
- Bugfix BeginOrtho() Top nicht berücksichtigt
- TOrthographicData eingeführt
VSM:
- Anpassungen vorgenommen
> noch immer nicht lauffähig
|
651
|
2018-01-23
|
eric
|
CustomDepthPass + BlurPass implementiert als Basis-Renderpasses
> jetzt VSMStoreDepth und VSMBlur-Passes davon abgeleitet
> Wiederbenutzung von Depth & Blurring damit möglich
Umbenennung aller relevanter Dateien
|
650
|
2018-01-23
|
eric
|
Feature: TextureFilter und TextureWrap nun konfigurierbar für Texturen
|
648
|
2018-01-22
|
eric
|
Database: Pool angepasst > acquire() & release()
Analytics: begonnen mit Umbau
Gorilla3d: Path-Komponente
|
647
|
2018-01-18
|
eric
|
Feature:
- Neue Komponenten: TGorillaPath3D, TGorillaPath3DAnimation
- Neue Demo für Path3D und Path3DAnimation
Fixes:
- Für alle User-Komponenten wurde die Register() Funktion angelegt, um diese in die Delphi IDE Toolpalette einzufügen bei einem Install
- Gorilla.Context.GLES: TGorillaTextureComponentsHelper eingeführt anstatt mehrfach zu konvertieren
|
646
|
2018-01-14
|
eric
|
Bugfix: StoreDepth Pass LightPosition und Matrixberechnung korrigiert
|
645
|
2018-01-12
|
eric
|
Variance Shadow Mapping angepasst
|
641
|
2018-01-09
|
eric
|
Weitere Anpassungen und Fixes für Multipass-Rendering
(speziell VarianceShadowMapping)
|
640
|
2018-01-08
|
eric
|
- VarianceShadowMapping fortgeführt
- inherited Create() hinzugefügt, wo es fehlte
|
639
|
2018-01-07
|
eric
|
- TDepthTextureBitmap, TGorillaTexture hinzugefügt für unterschiedliche FBO-Texture Bindings
- TFrameBufferObject hinzugefügt für Pass-Rendering
- VSM fortgeführt
|
638
|
2018-01-04
|
eric
|
RenderPass kann nun Shader ausführen
|
637
|
2018-01-04
|
eric
|
Bugfixing References
Neue Icons für Menü und Toolbar
|
636
|
2018-01-04
|
eric
|
Bugfixing: DialogueDesigner
- Für Sandbox-Test werden Dialogue-Komponenten nun gecloned, um die eigentlichen Werte nicht zu beeinflussen
- UpdateChildLines() Fixed
- "Close" Menüeintrag hinzugefügt
|
631
|
2018-01-02
|
eric
|
Dialogue-Editor: Fixes
> ScrollBox funktioniert nun
> die Child-Lines müssen noch arrangiert werden, wenn ein Element verschoben wird
|
630
|
2017-12-31
|
eric
|
- LayeredMaterial mit Node-Implementation begonnen
- Variance Shadow Mapping begonnen
- Bugfix: UpdateRenderPass (RenderPass mehrfach hinzugefügt)
|
629
|
2017-12-22
|
eric
|
Santa's Workshop:
- Pause-Modus eingeführt
- Highscore-Liste nun über den IntroScreen zugänglich
- Embedded-Browser nutzte Caching und damit war die Highscore-Liste nicht stets aktuell
- Stiefelgröße reduziert, damit dieser leichter in den Wagen fällt
Dateiformatierungen angepasst für Android
|
622
|
2017-12-18
|
eric
|
Bugfix: Tokyo 10.2
|
621
|
2017-12-18
|
eric
|
CandyCane Bugfix
Auslosungsdatum angepasst
|
620
|
2017-12-17
|
eric
|
- Texturen minimiert für schnelleres Laden unter Android
- CandyCane erstellt als Bonus-Objekt
- Gift-Texturen abwechslungsreicher gestaltet
- Bonus-Sound hinzugefügt
- Gift-Generierung verbessert (damit man alle erwischen könnte)
|
618
|
2017-12-15
|
eric
|
- Gorilla: AnimationManager implementiert
- Santas-Workshop:
- Bilder angepasst
- fehlende Assets eingecheckt
- Zertifikate für PlayStore
- Balancing im Game durchgeführt
|
616
|
2017-12-14
|
eric
|
AudioManager: Mute on/off einstellbar
Ladetexte bearbeitet
|
615
|
2017-12-14
|
eric
|
Gorilla:
- Bugfix: AudioManager looped playback
- Physics-Engine auf 10er Genauigkeit hochgesetzt
Santa's Workshop:
- Robot Model reduziert
- Plane Model reduziert
- Icons für Level, Punkte und Health
- Credits eingebaut
- Preloading Fenster eingebaut
- neue Sounds für Level-Up und 500-Punkte
- 3D-Text fliegt wenn Level-Up oder 500-Punkte
|
614
|
2017-12-14
|
eric
|
3D-Modell des Robots optimiert und im Spiel integriert
|
613
|
2017-12-14
|
eric
|
Bugfix: DAE-Loader
Animationen nicht korrekt geladen:
- GetAffectedJointVerticesAndWeights() nicht nur ID übergeben, sondern Joint, um notfalls über SID zu suchen
- Überprüfungen implementiert, um schneller Fehler zu finden
|
612
|
2017-12-14
|
eric
|
Bugfix: DAE > LoadTriangles lud nicht alle Daten (Semantics angepasst)
|
610
|
2017-12-13
|
eric
|
Elf-Modell neu gerigged und animiert (saubere Koordinaten)
|
609
|
2017-12-13
|
eric
|
Neue Modelle:
- LowPoly Cart,
- LowPoly Boot
- Rigged Elf
- Walking-Animation-Elf
AudioManager Bugfix für Android
Anpassungen "Santa's Workshop": unter Android lauffähig
|
608
|
2017-12-12
|
eric
|
Texturing-Probleme
AudioManager angepasst (Sounds wurden zu spät abgespiel)
Game: Anpassungen an neues Elf-Modell
Elf-Modell begonnen zu riggen
|
604
|
2017-12-11
|
eric
|
Neueste Änderungen für Santa's Workshop
- HowTo Fenster
- Star und Boot für Health-Regulierung
- neues Elf-Model begonnen
|
603
|
2017-12-08
|
eric
|
Letzte Änderungen
|
602
|
2017-12-07
|
eric
|
Feature: ThreadSafe-AudioManager hinzugefügt
Sound in Santa's Workshop implementiert
|
601
|
2017-12-06
|
eric
|
Santa's Workshop fortgeführt
diverse Bugfixes und Erweiterungen:
- Masken für Spiel fertiggestellt
- Übertragung des Highscores an MySQL DB
Bugfix: DAE Loader
|
600
|
2017-12-05
|
eric
|
Alle fehlenden Modelle für Northpole Factory eingecheckt
|
599
|
2017-12-05
|
eric
|
Cupboard-Sets mit Spielzeugen
Anpassungen Northpole Factory
|
598
|
2017-12-04
|
eric
|
Northpole Factory: weiter verbessert
Thread für Physics-Steps
Neue LowPoly-Modelle
|
596
|
2017-11-30
|
eric
|
Bugfix: Physics-Engine > Transformation wurde falsch aus FMX-Welt übertragen
Bugfix:
Neues Asset Model: elf
Northpole Factory: erweitert
|
595
|
2017-11-29
|
eric
|
Diverse Bugfixes
Bug in TQuaternion3D von Delphi festgestellt in Create(Matrix3D) Routine!!!
|
594
|
2017-11-28
|
eric
|
NorthpoleWorkshop Demo fortgeführt
> es funktioniert noch nicht den Wagen zu steuern (Update-Problem)
DirtyFix: OBJ Model (VertexSource wurde mehrfach gelöscht)
- neue Assets
|
593
|
2017-11-28
|
eric
|
Optimierung Gorilla.Import rückgängig gemacht
> lief nicht mit OBJ-Modellen
|
592
|
2017-11-28
|
eric
|
Latest fixes
|
591
|
2017-11-28
|
eric
|
Bugfix: Context.GLES unter Android wieder kompilierbar
Bugfix: Gorilla.OBJ.Loader unter Android
Bugfix: Viewport unter Android
Feature: Physics.RemoveCollider, TGorillaContactListener,
Assets: Furnitures
Assets: neue Texturen
|
587
|
2017-11-18
|
eric
|
Bugfix: Erkennung ob XML oder zipped-DAE Modell fehlerhaft
Bugfix: InvBindMatrix benutzte falschen Index und keine Bereichsprüfung
|
586
|
2017-11-18
|
eric
|
- Feature: Zipped Collada Dateien ladbar
- Assets:
> neues DAE-Model mit mehreren Animation in separaten Dateien
> MD5 Model
> astroboy Collada Referenz-Modell
- Gorilla.Utils.Zip: TZipFile erweitert um die Funktion in einen Stream zu extrahieren
|
585
|
2017-11-17
|
eric
|
- Optimization: TGEMaterial, TGEMaterials, TGEMesh als record anstatt als Klasse
> geringerer Speicher genutzt & ein Stück schneller
- Code aufgeräumt
|
584
|
2017-11-17
|
eric
|
Fix: Arrays für TexCoord und Color auf feste Größe gesetzt
> dadurch verbessert sich die Ladezeit deutlich
|
583
|
2017-11-17
|
eric
|
Bugfix: Umbau auf flexible Semantic Inputs (TexCoords & Color)
> JumpingMan Modell beinhaltet teilweise 20 Texturen!
> HIER MUSS DRINGEND NOCH OPTIMIERT WERDEN! (Das Laden dauert ewig)
|
582
|
2017-11-17
|
eric
|
Bugfix: DAE-Import
Semantics enthalten Inputs die auf den gleichen Offset zugreifen
Dadurch kam es zu Verschiebungen und das Modell konnte nicht geladen werden (LNumSemantics falsch)
VertexData erweitert für DAE-Inputs: Binormal, Tangent, Color[0..3], TexCoord[0..7]
Bugfix: DAE-TreeNode Search
Bones können im kompletten Baum verteilt sein, dadurch darf die Suche nicht nur im
Armature-Node suchen, sondern alle Knoten müssen durchsucht werden
> neue Funktion FindNode()
Code aufgeräumt
|
581
|
2017-11-16
|
eric
|
Weitere Erweiterung bzgl. Skin-Animation
|
580
|
2017-11-16
|
eric
|
Collada:
- BindShapeMatrix wird nun ausgelesen (für Stormtrooper benötigt)
- Bugfix: Joint.InvBindMatrix muss auch für gesperrte Joints gesetzt werden (aus anderen Humanoids)
- Code aufgeräumt
|
579
|
2017-11-16
|
eric
|
Bugfix: MultiController Models laufen jetzt (noch ein wenig glitchy)
> Problem war die InvBindMatrix (musste aus der DAE verwendet werden)
> Stormtropper noch fehlerhaft
|
578
|
2017-11-15
|
eric
|
- Bugfix: KeyTimes wurde nicht X3D-konform auf eine Range von 0..1 komprimiert
> dazu wurde CompressKeyTimeValues in Gorilla.DAE.Loader implementiert
- Humanoid::DebugOut() Funktion, um ein Skelett auszugeben
- Bugfix: TMz_XmlElement.getAttribute(const pAttr : String; out pValue : Double) konnte Gleitkommawerte als String nicht wieder auslesen
|
575
|
2017-11-07
|
eric
|
AllowedJoints eingeführt
|
574
|
2017-11-05
|
eric
|
VertexJointsList in Shape verschoben um Speicher zu sparen und Weights korrekt zu berechnen (Status: multicontroller anim noch immer buggy)
|
573
|
2017-11-05
|
eric
|
DAE MultiController Animation noch verzerrt aber ein Fortschritt
> nächster Test ist TVertexJoints nicht im Humanoid sondern im Shape zu halten
(vermindert Speicherbedarf bei MultiController)
|
572
|
2017-11-03
|
eric
|
Bugfixing: Multi-Controller DAE Model
Es gab diverse Bugs in der Aufarbeitung des DAE-Models für X3D
- LoadAnimations darf nur einmal pro Modell aufgerufen werden
- DEF-Names passten nicht
- FControls Verwaltung anstatt Delphi-Component-Verwaltung eingeführt > eine ID kann nun mehrfach existieren > Suche ist schneller
|
571
|
2017-10-29
|
eric
|
Umbau DAE Import:
komplexe Adobe-Modell (animiert)
GorillaControl implementiert, da sich der ComponentName als ungünstig und langsam herausgestellt hat
|
569
|
2017-10-20
|
eric
|
Bugfix: mz.xml.doc > Laden von CDATA fehlerhaft
Bugfix: Gorilla.Xml.Document > Laden von CDATA fehlerhaft
Gorilla: MeshCollider weiter fortgeführt, ShaderDesigner Bugs gefixed
|
568
|
2017-10-19
|
eric
|
Bugfixes: laden von ShaderVariablen, Fehler beim laden von xml
|
565
|
2017-10-12
|
eric
|
Model hält nun nur noch Pointer auf Position und Rotation
|
564
|
2017-10-10
|
eric
|
Bugfix: DAE Loader
|
563
|
2017-10-10
|
eric
|
Bugfix: DAE Loading-Bug falls Carriage, LineFeed oder Tab enthalten
Neue Modelle von Adobe zum Testen
|
562
|
2017-10-09
|
eric
|
Terrain verbessert (es muss für MeshCollider die MeshMatrix verwendet werden)
MeshCollision ist noch defekt
|
560
|
2017-10-06
|
eric
|
MeshCollider berücksichtigt nun Scaling von Meshes (Terrain läuft noch nicht)
|
559
|
2017-10-06
|
eric
|
Physics:
- TriangleIntersect durch LineTest ersetzt (etwas besser Detection) - immer noch nicht optimal!
- Terrain Test begonnen
- Demo angepasst - einzelne Modi in separate Funktionen gepackt
- Code aufgeräumt: TriangleAABB() und TriangleOBB() in TQ3Triangle.IntersectsWith() verschoben
|
558
|
2017-10-05
|
eric
|
Beste MeshCollider Performance bisher
|
557
|
2017-10-05
|
eric
|
MeshCollider kollidiert nun, allerdings sind die Penetration sehr ungenau
(Objekt taucht sehr stark ein)
|
556
|
2017-10-04
|
eric
|
Bugfix: ComputeOBB in BoxCollider
(Size ist der Extent und nicht die Size)
|
555
|
2017-10-03
|
eric
|
Weitere Hilfsfunktionen hinzugefügt
|
554
|
2017-10-02
|
eric
|
BUGFIX: BoxToSphere Collision
MeshCollider weiterentwickelt
|
553
|
2017-10-01
|
eric
|
Mesh Collider fortgeführt
RayCast Funktionen für Triangle und Plane
|
552
|
2017-09-29
|
eric
|
Erweiterungen für MeshCollider: Model-Struktur
q3OBBtoOBB, OverlapOnAxis, ...
Code aufgeräumt
|
551
|
2017-09-29
|
eric
|
Anpassungen MeshCollider
|
549
|
2017-09-27
|
eric
|
Bugfix: MeshCollider
|
548
|
2017-09-27
|
eric
|
- MeshCollider begonnen:
Line, Plane, Mesh > Strukturen und Funktionen hinzugefügt
- Diverse Refactorings
|
547
|
2017-09-26
|
eric
|
FEATURE: Physics > Box- und SphereColliders zusammen funktionabel!
Bugfix: Demo
|
545
|
2017-09-25
|
eric
|
- Game Physics Buch gekauft und hinzugefügt
- OBB Structure implementiert
- ClosestPoint() für OBB begonnen
|
544
|
2017-09-23
|
eric
|
Bugfix: Sphere Collider
AddSphereCollider() jetzt mit Radius anstatt mit Size
|
543
|
2017-09-23
|
eric
|
BoxToSphere + SphereToSphere Collider
|
542
|
2017-09-23
|
eric
|
Sphere-Box Collision
|
541
|
2017-09-23
|
eric
|
Refactoring: Box Collider Unit-Name bearbeitet
|
540
|
2017-09-23
|
eric
|
Refactoring: PQ3Box in TQ3BoxCollider umbenannt
> damit soll es möglich sein weitere Collider umzusetze
TQ3SphereCollider begonnen
|
539
|
2017-09-22
|
eric
|
FEATURE: Q3 Physics LÄUFT!
|
538
|
2017-09-21
|
eric
|
Diverse Bugfixes:
- $ffffffff als -1 umgesetzt
- BIAS Berechnung korrigiert
Refactoring:
- ContactManager (fieldnames)
- Scene dokumentiert
|
537
|
2017-09-20
|
eric
|
Q3Mat3 als Matrix eingeführt
Bugfixes
|
536
|
2017-09-19
|
eric
|
Refactoring und Bugfixing
|
535
|
2017-09-18
|
eric
|
Q3 Physics Engine läuft, aber noch merkwürdig Bewegungen:
Restitution nicht korrekt
Penetration nicht korrekt
Memory Management nicht nutzbar
|
534
|
2017-09-17
|
eric
|
Integration von Q3 in Gorilla.Physics
|
533
|
2017-09-17
|
eric
|
Rendering-Routinen freigeschalten
|
532
|
2017-09-17
|
eric
|
Q3 nun kompilierbar
|
531
|
2017-09-16
|
eric
|
Q3 weiter portiert
|
530
|
2017-09-16
|
eric
|
Portierung vorangetrieben
|
529
|
2017-09-15
|
eric
|
Q3 weiter portiert
|
528
|
2017-09-14
|
eric
|
Q3 weiter portiert
|
527
|
2017-09-14
|
eric
|
Q3 Physics Engine Translation begonnen
|
526
|
2017-09-13
|
eric
|
CollisionPair in ContactPair umbenannt und Parameter angepasst
|
525
|
2017-09-12
|
eric
|
Physics:
-Gruppierung von Bodies und Shapes implementiert
-Collision-Resolution
|
524
|
2017-09-11
|
eric
|
Physics-Engine angepasst:
- Klare Trennung von Mesh und Physics
- Threads-Unit begonnen
|
523
|
2017-09-08
|
eric
|
Mass Physics Engine fortgeführt
Warnungen des Compiler beseitigt
|
522
|
2017-09-07
|
eric
|
Mass Physics Engine fortgeführt
|
521
|
2017-09-07
|
eric
|
Mass Physics Engine aufgesplittet in Types, Shape, RigidBody units
Neue Funktionen für TMatrix
qu3e Physics Engine hinzugefügt
|
520
|
2017-09-03
|
eric
|
Particle Emitter dokumentiert
Eigene Physics Engine begonnen (Kraft Engine zu lame)
|
519
|
2017-09-02
|
eric
|
Fire-Effekt gefixed
|
518
|
2017-09-01
|
eric
|
- v1 eines schicken Feuereffekts
- Rauch-Effekt gleich mit angepasst
- neue CubeMap (Campsite) für Feuereffekt
- neues Particle-Blending: Multiply hinzugefügt
|
517
|
2017-08-31
|
eric
|
Alle Demos bzgl. Timer.Enabled angepasst
Waterfall Atlas erstellt
|
516
|
2017-08-30
|
eric
|
Partikelsystem: neue Templates für Regen, Schnee, Rauch, Wasserfall, Eruption
RuntimeShader: Fehlermeldungen beseitigt
|
515
|
2017-08-30
|
eric
|
ParticleSystem:
- Gravity-Influencer implementiert
- SmokeEmitter Klasse umgesetzt
|
513
|
2017-08-29
|
eric
|
Assets::Textures: Neue CubeMap hinzugefügt
Feature: WindInfluencer fertiggestellt! und in Partikeldemo implementiert (Windbox manipulierbar)
|
512
|
2017-08-29
|
eric
|
Terrain:
- Hill-Algorithmus implementiert
- Perlin.Noise umgebaut: DiamondSquare wird zusätzlich ausgeführt
- Brownian-Algorithmus implementiert mit zusätzlicher DiamondSquare-Anwendung
Partikel:
- IsInsideOfObstacle() Prüfung innerhalb von EmitParticle()
- Enabled-Property für Influencer eingeführt
- ObstacleInfluencer nun für Spheres funktionabel
- Demo: Spray Variante implementiert, um Obstacles und Traktor zu testen
|
511
|
2017-08-28
|
eric
|
Partikel-System: Traktor- und Obstacle Influencer
|
510
|
2017-08-28
|
eric
|
Demo::Terrain: erweitert um Randomfunktionalität
Terrain: neue Methode "Plateau" hinzugefügt
|
509
|
2017-08-28
|
eric
|
Neue Random-Generations-Routinen hinzugefügt: DiamondSquare, Mandelbrot, PerlinNoise,
|
508
|
2017-08-27
|
eric
|
Terrain aktuell nicht kompilierbar
RandomTerrain() Routine begonnen
|
507
|
2017-08-27
|
eric
|
Bugfix: Terrain
Bugfix: Runtime Shader Designer
|
506
|
2017-08-26
|
eric
|
RuntimeShader in einer ersten Version fertiggestellt
CubeMap standardmäßig hinzugefügt, um Skybox zu nutzen
Beispiel-Shader hinzugefügt
Xml-Parser angepasst für CDATA Node
|
504
|
2017-08-25
|
eric
|
Demo: Variablen hinzufügen und bearbeiten implementiert
|
503
|
2017-08-25
|
eric
|
Feature: RuntimeShader Material hinzugefügt
Demo: RuntimeShader, um Shader für die Engine zu entwickeln
PDFs für Shadows eingecheckt
|
502
|
2017-08-24
|
eric
|
TGorillaTrailedParticleInfluencer umgesetzt (ungetestet)
> damit kann man einen Pfad erstellen an dem entlang sich die Partikel bewegen
Gorilla.Utils.Path eingeführt für TPath3DData Komponente + Helpers
|
501
|
2017-08-24
|
eric
|
Bugfix: Color Attribute fehlte in Shader-Attributes > dadurch keine Farbänderung und Antialiasing
- neue Cubemap
Demos: SkyBox und Particles angepasst in der Größe und Darstellung
|
500
|
2017-08-24
|
eric
|
SkyBox:
- Komponente fertiggestellt
- Demo hinzugefügt
- CubeMap Assets hinzugefügt
|
499
|
2017-08-24
|
eric
|
Bugfix: Attribute korrekt sortiert (entscheidend für GLSL Script)
|
498
|
2017-08-24
|
eric
|
- ScreenToWorld() nun funktionsfähig
- Refactoring: Factor in Divisor umbenannt
- Particle Record in eigene Unit ausgelagert (aufgrund der Nutzung in Influencern)
- Particle Influencer eingeführt für ParticleEmitter (linear, forced, colored, ...)
|
497
|
2017-08-23
|
eric
|
Partikelsystem angepasst:
- Growth Parameter implementiert
- TParticlePreset und TParticleVectorPreset implementiert
- FLoop > FReuse
- FAutoGenerate > FAutoEmit
- ParticlePosition und ParticleVelocity nun voreinstellbar
- TextureAtlas Einstellungen in ParticleMaterialSource verschoben (dort wird ja auch die Texture geladen)
- Particle Demo angepast: Smoke und MousePos-Emitting begonnen
- Unproject() begonnen (für ScreenToWorld, WorldToScreen)
- Neue Funktionen: Matrix3DToDoubleArray() und Matrix3DToSingleArray()
|
496
|
2017-08-22
|
eric
|
FEATURE: Partikelsystem läuft!
|
495
|
2017-08-21
|
eric
|
Partikelsystem fortgeführt:
loop Eigenschaft
|
494
|
2017-08-20
|
eric
|
Particle System fortgeführt:
man sieht mittlerweile die Texture, allerdings nicht korrekt geclipped
|
493
|
2017-08-19
|
eric
|
Partikelsystem fortgeführt:
Material implementiert
Parameter erweitert
Demo hinzugefügt
|
492
|
2017-08-18
|
eric
|
BumpMapMaterial hinzugefügt:
Unterschied zu NormalMapMaterial ist, dass der Specular Wert aus einer zusätzlichen Textur kommt
Demo: Bumpmapping angepasst
|
491
|
2017-08-18
|
eric
|
Idee eine ShadowVolumeRaytracers hinzugefügt
Dieser behandelt alle Controls die Schatten werfen sollen.
Raytracer werden dann vom Renderer ausgeführt
|
490
|
2017-08-18
|
eric
|
Mesh Shadow Volume fixed (jedes Element auf dem Schatten dargestellt werden sollen, benötigen ein Material!)
|
489
|
2017-08-17
|
eric
|
Neue Texturen
Demos angepasst
RecalcAbsolute() bei Add, Remove und Insert
|
488
|
2017-08-17
|
eric
|
- Demos: Unitpfade fixed
- Code aufgeräumt
|
487
|
2017-08-16
|
eric
|
- gl* Funktionen aus Viewport und ShadowVolume in GL context/Gorilla.Context.GLES.pas verschoben
- Windows Debug-Ausgabe: Vendor, Renderer, Version + Extensions
|
486
|
2017-08-16
|
eric
|
- Loader entkoppelt von Basic Loader unit: einzelne Formate sollen bewusste eingebunden werden
und über die initialization registriert werden
- Bugfix: CompilerVersion >= 25 anstatt 300
- PhongMaterial Demo angepasst
|
485
|
2017-08-16
|
eric
|
ShadowVolume:
- Bugfix: Beim Wechsel des Parents eines Objects mit Schatten, wurde der Schatten nicht mehr in die ShadowList eingetragen
- Feature: Spheres in Demo eingefügt
- Optimize: RebuildShadowVolumeList() optimiert
! Bug: Scaling hat keinen Einfluss auf die Schatten
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484
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2017-08-15
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eric
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Shadow Volumes optimiert:
- Suche vorhandener Edges über Hash und nicht iterativ
- Generierung nur noch einmal pro Rendering-Ablauf
- Aktualisierung in DoOnAddObject(),... nur noch wenn es ein ShadowVolume Objekt ist
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483
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2017-08-15
|
eric
|
Physics Demo hinzugefügt
- Physics-Type jetzt übergebbar in AddCube(), AddSphere(), ...
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482
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2017-08-15
|
eric
|
WORKING Volume Shadows!
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481
|
2017-08-15
|
eric
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Version 1 der Shadow-Volumes abgeschlossen (nicht schön, aber es gibt Schatten)
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480
|
2017-08-14
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eric
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-ShadowVolume Demo: Silhouette Klasse begonnen
Rays werden schon dargestellt, weitere Schritte fehlen
-diverse Compilerwarnungen beseitigt
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479
|
2017-08-14
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eric
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Kompilierbarkeit unter Android wiederhergestellt (aber nix zu sehen) :(
|
477
|
2017-08-12
|
eric
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Bugfixes: Phong, BlinnPhong und Lambert Shader (Fehlermeldungen auf Tablet im ShaderCode)
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476
|
2017-08-11
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eric
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- Neue Lightning Materials: Lambert, Phong, Blinn-Phong (abgeleitet von BasicLight)
- neue Texturen in den Assets eingebunden
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475
|
2017-08-11
|
eric
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Phong & BlinnPhong Material Shader begonnen
|
471
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2017-08-10
|
eric
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Frames wurde aus Versehen entfernt
|
470
|
2017-08-10
|
eric
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DialogueEditor weiterentwickelt:
- Parameter editierbar
- ItemEvent und Dialogue editierbar
- Beispieldateien begonnen
- viele Kleinigkeiten
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468
|
2017-08-09
|
eric
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FEATURE: RenderPass Handling funktioniert!!!
FEATURE: Wasser Material funktioniert (hässlich aber läuft)
FIX: NormalMap: code integriert
Assets: Wasser-Texturen hinzugefügt
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467
|
2017-08-09
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eric
|
RenderPasses in Komponenten ausgelagert, z.B. TGorillaRenderPassReflection, ...
> Sinn ist, sich eigene Renderpasses abzuleiten/zu erstellen
> In einem Multipass-Material linkt man dann einfach den TGorillaRenderPassController mit dem Material
z.B.: Wasser benötigt: Reflection & Refraction als separate RenderPasses
Viewport führt nun Pre-/Postprocessing durch (läuft auch noch)
Water-Demo hinzugefügt (nicht funktionabel)
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466
|
2017-08-08
|
eric
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Erweiterung der Rendering-Engine um Render-Passes
|
465
|
2017-08-08
|
eric
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- NormalMapping Shader angepasst > wirkt besser (Schatten kommen mehr heraus)
- Bumpmapping DEMO: Walls statt Cube
- DialogueEditor: TranslationFrame bugfixed
|
464
|
2017-08-07
|
eric
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DialogueSystem:
- Popup Menu zur Erzeugung von Items, Bearbeitung und Löschung
- ItemEditFrame begonnen
- TreeView in Toolbar (rechts) verschoben
Inventory:
- Dependencies eingefügt
- Gewichtverwaltung begonnen
-
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461
|
2017-08-06
|
eric
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Inventory fortgeführt: Collect() Funktion umgesetzt
TODO: manufacturing, upgrading/downgrading, Events, ...
|
460
|
2017-08-06
|
eric
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Inventory-Komponente begonnen
|
459
|
2017-08-06
|
eric
|
- Dialogue-System: Timeout-Events implementiert, um Countdown bzw. Fortschritt anzuzeigen
- SimpleDemo an letzte Code/Unitänderungen angepasst
- Gorilla3D Website hinzugefügt
|
458
|
2017-08-05
|
eric
|
Dialogue System:
- Pause Funktion
- Skip Funktion und Events
- FlowChart Popup Menu
|
457
|
2017-08-05
|
eric
|
DialogueSystem: Funktionsweise fertiggestellt! > TestingFrame läuft nun wie erwartet
- Iterations bei Events
- Frage, Antwort System
- Referenzen werden aufgelöst
- Events: MethodCall und Property werden ausgeführt
- Reader / Writer bzgl. neuer / geänderter Eigenschaften angepasst
- Memo für Ablaufprotokoll integriert > so lässt sich kontrollieren, ob alles regulär läuft
- Timeout Events funktionabel: getestet anhand Antwort, die nach 3 Sek. verschwindet
|
456
|
2017-08-04
|
eric
|
- TestFenster hinzugefügt
- DialogSystem erweitert um Steuerfunktionen: Start, Stop, Pause
- Events hinzugefügt
|
455
|
2017-08-04
|
eric
|
DialogueSystem:
- FlowChart nun per Drag-and-Drop bedienbar (neue Elemente hinzufügen bzw. vorhandene verschieben)
- AutoAdjustment bei Fenstergrößenänderung
|
454
|
2017-08-03
|
eric
|
Dialogue System:
- erweitert um Item-Reference, Enabled, Parameters, ...
- FlowChart View zeigt nun zumindest die Struktur an: Es fehlen noch die Interaktionsmöglichkeiten
|
453
|
2017-08-02
|
eric
|
Dialogue System rudimentär fertig gestellt
- Laden und Speichern eines DialogueSystems möglich
- Demo lädt nun DialogueSystem im TreeView mit icons
|
452
|
2017-08-02
|
eric
|
Dialogue System:
- Laden aus xml-Datei nun möglich
- Format-Erweiterung auf Mehrsprachigkeit für Item.Text und Event.Data
- Demo angepasst
|
451
|
2017-08-02
|
eric
|
Unbenennung von "Dialog" zu "Dialogue"
|
450
|
2017-08-01
|
eric
|
Dialog System begonnen:
- Logische Struktur abgebildet
- Frame für unabhängige Implementation des Editors
- es fehlt noch: der XML-Reader und XML-Writer, Demo Implementation abschließen
|
449
|
2017-08-01
|
eric
|
- !!! DAE Animationen nun korrekt !!!
- Demos angepasst an korrekte OpenGL Framerate
- RotationsMatrix Routinen vereinheitlicht (es gab unterschiedliche Implementationen)
- PathFinding Lib hinzugefügt und begonnen (nicht funktionsfähig)
|
448
|
2017-07-31
|
eric
|
- Feature: DAE Modelle mit Joints und Animationsinformationen importiert!!!
- Neue Komponente: TransformationInterpolator
- Bugfix: DAE Skinning jetzt korrekt zwischen Joints und Mesh
- Bugfix: GorillaMesh besaß keine Rootkomponente nach DAE Import
|
447
|
2017-07-29
|
eric
|
DAE Loader:
- Skin / Joint Informationen werden nun geladen und in X3D übersetzt
- SkinAnimation noch defekt
- X3D.Transform: Transform-Matrix eingeführt für besseres Animationshandling
- Transform.SetLocalTransformationMatrix() eingeführt
- Humanoid/Joint.CalculateInverseBindTransformMatrix(); eingeführt
uvm...
ACHTUNG:
- aktuell in ModelLoader Demo wird über ein Timer ein bestimmter Joint manipuliert
- Joint.name wird gesetzt (darf nicht so bleiben)
- Shape.opacity gesetzt (darf nicht so bleiben)
|
446
|
2017-07-29
|
eric
|
- Context-Änderungen aus DX-Tokyo übernommen
- OBJ Format Dateien umbenannt
- ASE Format hinzugefügt
|
445
|
2017-07-28
|
eric
|
Diverse kleine Änderungen, wie Namensänderungen und neue Utils Funktionen
Assets:
- Cowboay Blender Projekt und Textur hinzugefügt
DAE Import:
- Texture Loading
- Skin-Animation & Joints Import begonnen
|
444
|
2017-07-27
|
eric
|
- DAE-Model Import möglich (ohne Animation) [auch auf Android lauffähig!]
- ModelLoader für Android angepasst
- neue Routinen zur Umwandlung von X3D Typen in Strings (DAE > X3D Export möglich)
|
442
|
2017-07-27
|
eric
|
- Neue Demos: Interpolation, SkinAnimation, VertexAnimation
- Vorbereitung: AntiAliasing Shader
- neues Modell: Bubbles
|
441
|
2017-07-27
|
eric
|
- "assets" Ordner in "demos" Ordner verschoben
- neue Demo: ModelLoader
- Demo: BumpMapping nachgebessert
- Xml Bibliothek in Gorilla Lib integriert (für Unabhängigkeit)
|
440
|
2017-07-26
|
eric
|
Registrierung des eigenen Android-Context als DefaultContext (noch nicht funktionabel)
|