History: ByatisNotes
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Welcome to the roadmap, ChangeLog and porting notes for OGRE 1.8.0 "Byatis"
H.P. Lovecraft wrote:
Byatis, the serpent-bearded, the god of forgetfulness, came with the Great Old Ones from the stars, called by obeisances made to his image, which was brought by the Deep Ones to Earth. He may be called by the touching of his image by a living being. His gaze brings darkness on the mind; and it is said that those who look upon his eye will be forced to walk to his clutches. He feasts upon those who stray to him, and from those upon whom he feasts he draws a part of their vitality.
ChangeLog
Porting notes
Annotated roadmap
- DirectX 11 render system (d3d11)
- RT shader system support for shader model 4/5 with dynamic linking.
- Multi window support.
- Multi device support.
- Tessellation - support for new pipeline stages - Hull-Shader and Domain-Shader.
- Multithreaded Rendering - support for deferred rendering.
- Floating-point viewports.
- Some demos of the new features.
- New threading model
- No general thread safety on majority of classes except 'join points' - which is WorkQueue and handlers
- Task-based, data encapsulation (see new Terrain in 1.7)
- Default to processing all GPU interaction in one thread, but allow multithreaded later where supported (e.g. Dx11)
- Greater support for localised data ownership for tasks
- World-assigned textures and shader parameters
- Support easier integration of texture data provided by the world depending on location (e.g. static shadow textures, environment maps)
- Also support shader parameters which vary according to world location (projection, fade params etc)
- Loosely coupled, pluggable
- Skeletal animation bounding box updates
- One 'update' BB which covers the mesh at every animation point
- Dynamic AABB which updates based on bone extents, plus padding factor
- Sampler matching with Cg / HLSL
: Currently you need to use ': register(s0)' etc to match up samplers and texture_unit entries reliably. Allow the option of matching based on texture_unit name instead?
- RT shader system improvements
- Photoshop blending modes
- HLSL 4 support (for D3D10 and D3D11)
- OpenGL ES 2.x support (if it won't be a part of 1.7)