| Release 2015-09-28 |
This topic contains the following sections:
Release notes Terrain rendering
DigitalRune Graphics now includes support for large-scale, tile-based terrains
using height fields. The terrain system is designed to cover anything from
small game worlds up to large terrain databases.
Features:
-
Continuous level of detail (no mesh preprocessing, no hardware tessellation required)
-
Materials using diffuse maps, specular maps, normal maps, height maps
-
Customizable effects (including parallax occlusion mapping)
-
Flexible material blending (blend maps, height-based, slope-based, etc.) using any number of layers
-
Collision detection
-
Decal rendering
-
Roads
-
Procedural terrains
-
Holes
For more details, check out the new terrain samples and the Terrain
chapter.
Windows 10: Universal Windows Platform
This release adds builds and samples for the Universal Windows Platform (UWP).
Unity game engine
The license requirements for the Unity game engine have been relaxed: Previously, a
DigitalRune Engine Professional license was required to use the DigitalRune libraries
in Unity. From now on Indie and Professional licenses work with Unity. (If you own
a DigitalRune Indie license: You can use your existing DigitalRune license key in
the Unity project.)
Importing DRMDL files
When importing a model for use in the DigitalRune Engine, two files are required:
The model (e.g. the FBX file) and the model description (the DRMDL file). The model
description is an XML file that contains preprocessing settings and references the
material to be used.
To import the model, the FBX file needs to be added to an XNA or MonoGame content project.
Due to certain limitations in the XNA content pipeline it was not possible to add the
.drmdl file directly to the content project. This has been solved in the new release:
Instead of adding the FBX file to the content project, it is now possible to directly
add the DRMDL file to the content project.
This seemingly minor change solves a long standing problem with the XNA content pipeline:
To import a model multiple times, the model had to be duplicated on disk. Now, multiple
DRMDL files can reference the same model. The model can be imported/processed multiple
times with different settings.
Change log General
-
NEW: Builds for Window 10 - Universal Windows Platform (UWP).
-
NEW: Microsoft.Practices.ServiceLocation.dll updated from version 1.2 to 1.3.
-
NEW: DigitalRune libraries built for Unity game engine can now be used with Indie licenses. (Previously a Professional license was required.)
DigitalRune Base 1.18
DigitalRune Mathematics 1.13.1
-
CHANGE: Minor performance improvements.
DigitalRune Geometry 1.18
DigitalRune Particles 1.4.1
-
FIX: Particle systems with reference frame
World
should not be scaled when the particle system node has a scale.
DigitalRune Graphics 1.0
-
NEW: Terrain rendering. See Terrain for more details.
-
NEW: Method overload
GetFogColor
with elevation angle parameter added.
-
NEW: The tag GenerateTangentFrames can now be set per model, per mesh, and
per submesh in the model description (.drmdl file).
-
NEW: Added support for adding .drmdl files directly to content project.
-
NEW: The DigitalRune model processor now runs vertex cache optimizations on the meshes - a feature previously missing in MonoGame.
-
NEW: DigitalRune texture processor supports new surface formats, which have been added to
the MonoGame content pipeline: PVRTC1 2bpp/4bpp for iOS, ETC1 for Android
-
NEW: Property
RenderContextObject
added. (Stores current data object during rendering.)
-
NEW: Effect parameter semantics DefaultEffectParameterSemanticsNaN
and SceneEffectParameterSemanticsLodCameraPosition
added.
-
NEW:
GraphicsHelperRasterizerStateCullClockwise,
GraphicsHelperRasterizerStateCullCounterClockwise,
GraphicsHelperRasterizerStateCullNone
added. Identical to built-in rasterizer states in XNA, except that
MultiSampleAntiAliasing
is set to false, which improves line rendering when MSAA is disabled.
GraphicsHelperRasterizerStateWireFrame
now also sets
MultiSampleAntiAliasing = false.
The
DebugRenderer
uses the new rasterizer states to produce cleaner lines.
-
NEW: Method NoiseHelperGetNoiseTexture
added.
-
CHANGE:
Forward.fx is now more customizable. Features (diffuse texture,
specular texture, opacity texture, vertex colors, etc.) can be turned on or off
using preprocessor directives.
-
CHANGE: Improved height fog rendering. If height fog was combined with distance fog and camera was
in a low position, the skybox could get fogged ignoring the fog distance values
(FogStart,
FogEnd).
-
CHANGE: Improved normal and tangent frame calculations.
-
CHANGE: DigitalRune texture processor automatically resizes textures to power-of-two or
multiple-of-four, if required by the output format.
-
CHANGE: Water rendering: Improved projected grid resolution when camera is near water
surface and looking horizontally. Minor other improvements.
-
REMOVE:
RenderContextKeysShadow
is now marked as obsolete. The current shadow map can be found in
RenderContextObject
when the shadow map is being rendered.
-
FIX: Fog with high height falloff could result in no fog or NaN values caused by numerical errors.
-
FIX: Bounding shape of
ParticleSystemNode
needs to ignore scale if the reference frame is
World.
-
FIX: AMD DX9 graphics driver crash on Win8.1 caused by cloud layer.
-
FIX: Effect parameter bindings were not created for arrays in MonoGame.
-
FIX: Minor pixel artifacts at the border of last shadow cascade.
(Problem appears only in Direct3D 11 on NVIDIA Geforce cards.)
-
FIX: No
OceanWaves
were rendered if
EnableCpuQueries
was false.
-
Minor other improvements.
DigitalRune Game 1.3
DigitalRune Game UI 1.6.1
-
FIX: Auto-generated key map contained wrong characters for Portuguese (and maybe other) keyboard layouts.
Samples
-
NEW: Windows 10 samples.
-
NEW: Terrain samples (see graphics samples).
-
NEW: CustomCommandSample added (see Game UI samples.
-
NEW: Added more properties to FogObject:
ApplyFogToSky, AttachToCamera
-
NEW: Added fog properties to DynamicSkyObject.
-
CHANGE: When a model is used multiple times, the DRMDL files are added to the content
project instead of the FBX file. The DRMDL files reference the same FBX file,
which reduces the required disk space.
-
CHANGE: Changed slider ranges in FogObject GUI.
-
CHANGE: Removed use of obsolete property
HeightFieldArray.
-
FIX: Minor fixes in parallax occlusion mapping sample.
Light direction tangent was not normalized. Mip level checks must use
< instead of <=
MonoGame
-
CHANGE: Retarget MonoGame Windows 8 project from Windows 8.0 to Windows 8.1.
-
FIX: VertexStride was not set in
VertexContent
if a model contains only a position vertex channel.
-
FIX: Mesh tangent space was not computed correctly.