This repository has been archived by the owner on Dec 14, 2021. It is now read-only.
0.6.0
- Changed the way components are defined and accessed (through
Entity.components
instead ofEntity.getComponentsByType
etc). - Optimize entity/component traversal
- Add
GL.setVertexLayout
as the de facto way to assign vertex attributes - Introduced
VertexLayoutCache
internally to share vertex layout objects between instances, possibly reducing amount of render state changes - Added
MeshBatch
to allow rendering multiple instances with a single draw call GL
: Do not require explicitenableVertexArray
calls- Create predefined
hx_lodRange
vec2 shader uniform, containingMeshInstance
’slodRangeStart
andlodRangeEnd
Terrain
now extends Entity instead of ComponentTerrain
: change constructor signature and the way the terrain LOD geometry is constructed- Create predefined
hx_heightMap
,hx_heightMapSize
,hx_worldSize
passed to material in Terrain. - Create abstract Texture base class for
Texture2D
andTextureCube
- Added
QuadPartitioning
BasicMaterial
:- Added
translucency
andtranslucencyMap
- Added
billboardMode
- Added
- Added
Impostor
util to generate basic impostors from meshes - Added
LightingModel.Lambert
for diffuse-only lighting. - Updated terrain example with trees and grass
- Created
ImpostorPrimitive
- Added
META.TIME
property andhx_time
shader uniform TextureUtils.getData
: Do not allow reading back from float textures except to encode greyscale data to rgba (due to Safari not supporting float readbacks)VarianceShadowFilter
: Change default parameters to use full float and reduce bleeding- Change
sponza
example model to gltf Renderer.DebugMode
: ReplaceNORMALS_DEPTH
debug mode with separateNORMALS
andDEPTH
BugFixes:
HCM
: Fix progress notifications when loading mipchainsTouch
: Clear pinch value on touch upRaycaster
: Prevent some false intersections.RenderCollector
: Fix render order hint calculations to work as distance.Raycaster
: Correctly test hierarchy visibility- Prevent infinite bounds from affecting shadow bounds
Shader
: Do not insert derivatives extension in shaders when using WebGL 2 contextsDDS
: Fix allhalf_float
uploads if not supported (Safari)- Fix ambient occlusion shaders when using WebGL 2 contexts