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            Welcome to the ChangeLog and Porting Notes for __OGRE 1.9.0 "Ghadamon"__.

{QUOTE(replyto="H.P. Lovecraft")}Ghadamon. A Seed of Azathoth. A bluish-brown, slimy monstrosity riddled with holes, and an occasional malformed head.{QUOTE}

{maketoc}

!!ChangeLog
__Core Improvements__
*OgreMain
**Extract the overlays from OgreMain and transform it into a own overlay component
**Progressive Mesh improvements and new Mesh LOD sample.
**Loads of documentation updates
**Added Mesh::mergeAdjacentTexcoords to collapse two adjacent texcoords into one (i.e. float2 texcoord0 & float2 texcoord1 become float4 texcoord0)
**According to the documentation, the default SceneManager ambient light should be black, which is wasn't though.
**SceneManager: updateSceneGraph should happen BEFORE prepareShadowTextures.
**AtomicScalar operators should be returning their value. Only affects using GCC or Clang.
**New class ProgressiveMeshGenerator to degenerate mesh detail at runtime.
**Bug fix for Sphere::merge. Inaccurate results can occur if one sphere does not fully encompass the other.
**New LOD strategies 'distance_box' and 'screen_ratio_pixel_count'. Details, see Ogre Manual.
**SharedPtr moved to use atomics (related API change see below in the porting notes).
**SubMesh has a new method: clone(const String& newName, Mesh *parentMesh) to perform deep copies of SubMesh objects. The second parameter is optional and can be used to reparent a SubMesh.
**Removed Configfile::load(const String& filename, const String& resourceGroup, const String& separators, bool trimWhitespace) because it can easily be ambiguous. If you wish to load from a resource group, use the existing function loadFromResourceSystem. The arguments are identical to the removed function.  See OGRE-175.
*New Volume Rendering component with LOD. See [SoC2012+Volume+Rendering+with+LOD+aimed+at+terrain|GSoC 2012 Volume Rendering]
*Many Terrain improvements.See [SoC2012+Improve+and+Demo+the+Terrain+System|GSoC 2012 Terrain Improvements] 
*RTSS
**Changed error handling of RTSS sub-render state parameter creation. Sub-render state now throws exception on errors
**Added 2 new demo samples: multiple lights and textured fog
* CgProgramManager
** Added support for high-level output profiles glslv/glslf/glslg and hlslv/hlslf (glslg not fully working yet)

__Platform Support__
*Android Port
**Remove eclipse based android port
**CMake based build support
**Create find Ant / NDK packages (currently Ant and the NDK must be in the global path)
**Generate android make files for the sample browser
**Use android tool chain to compile OGRE as static lib
**Cleanup RTSS (Remove OgreStringSerialiser)
**Improve platform integration
***Add Android log listener into OgreRoot
***Disable Filesystem- / Zip- / EmbeddedZip- Archives on android
***Resource system improvements
***OgreAPKFileSystemArchive to handle file access inside the APK
***OgreAPKZipArchive so we can handle zip files inside the APK (APK is also compressed using zip)
**Improve EGL support
***Create concrete subclasses of EGL-Support/Window/Context
***Handle context creation / configs inside OGRE
***Resource recreation / Handle it like DX device lost / restore
****Add managed resource class which every resource derive from (only active on Android - handled via macros)
****Recreation of Texture, Shader, HardwareVertexBuffer
**ETC1 texture codec
***PKM support
**Sample browser
***Add touch input support
***Build a APK file via CMake command line
***Add rotation support
***Fix / Enable more samples
****Compositor not working
**Improve CPU/ vendor detection
**Add how to build it on Linux / OSX / Win32
**Provide pre-compiled dependencies
**Fix our dependencies so the can compile against the android tool chain
*Windows Metro style application (WinRT)
**Add support as a new platform (named WinRT).
**Create a WinRT project for the sample browser.
**Create a how to compile file.
**Get all existing samples to work with the D3D11 render system.
***Multi monitor\device support.
*Windows Phone 8 port.
*OS X
**Add a helper function to get a sandbox friendly temp file name for iOS and OS X.
**Other fixes to file handling in response to App Store rules.
**Support for building with libc++ on OS X.
**Proper example of DisplayLink usage in the SampleBrowser.
**Plugins and components are now built as frameworks.
**Add escape key as a shortcut for Cancel. Fix crash when hitting cancel as well.
	
__RenderSystems__
*DirectX 11
**Improvements from GSoC project.
**Add tessellation shaders support.
**Add tessellation sample.
**Add dynamic linking support.
*DirectX 9Ex support 
*Added OpenGL 3+ RenderSystem. Still marked as experimental and under heavy development.
*OpenGL ES
**GLES 2 terrain support.
**OpenGL ES state and uniform caches.
**Rewrote PVRTC codec, adding cube map, 3D and mipmap support. Only files created with PVRTexTool are supported now, not Apple's texturetool utility.
**Experimental OpenGL ES 3.0 support.
*GL RenderSystem
**GLEW updated to 1.9.0.
**Remove restriction that all GLSL programs have the same matrix order when linking.
**GLSL binary shader cache now works properly (OGRE-251)

__JIRA Tickets__
*Numerous other bug fixes, documentation fixes and updates and general code improvements including, but not limited to the following list:
__''To see the complete list, check out this JIRA filter, since we stopped adding the closed tickets here after number #217:''__ [https://ogre3d.atlassian.net/issues/?jql=fixVersion%20in%20%28%221.9.0%22%2C%20%221.9.0%20RC1%22%2C%20%221.9.0%20RC2%22%29%20AND%20status%20in%20%28Resolved%2C%20Closed%29%20ORDER%20BY%20key%20DESC|JIRA - Ogre3D 1.9 fixed issue filter]

**[https://ogre3d.atlassian.net/browse/OGRE-2|OGRE-2] - OverlayComponent break linux build
**[https://ogre3d.atlassian.net/browse/OGRE-5|OGRE-5] - Hardware gamma corrected textures are not working with Nvidia cards (Windows)
**[https://ogre3d.atlassian.net/browse/OGRE-8|OGRE-8] - StringConverter localisation issues 
**[https://ogre3d.atlassian.net/browse/OGRE-9|OGRE-9] - DFREEIMAGE_LIB prevents dynamic linking to FreeImage 
**[https://ogre3d.atlassian.net/browse/OGRE-12|OGRE-12] - Lots of PixelFormat are missing corresponding DXGI_FORMAT in D3D10Mappings 
**[https://ogre3d.atlassian.net/browse/OGRE-14|OGRE-14] - Bad image data for single-channel opacity maps 
**[https://ogre3d.atlassian.net/browse/OGRE-16|OGRE-16] - Material alpha effect error 
**[https://ogre3d.atlassian.net/browse/OGRE-18|OGRE-18] - Colurmap image file must have mipmaps to produce colourmap.  
**[https://ogre3d.atlassian.net/browse/OGRE-19|OGRE-19] - Alternate behavior for DDS cubemap loading 
**[https://ogre3d.atlassian.net/browse/OGRE-21|OGRE-21] - RenderSystemCapabilitiesCreated event needs to be added to all render systems
**[https://ogre3d.atlassian.net/browse/OGRE-28|OGRE-28] - [Papercut] Missing array versions of some light auto parameters  
**[https://ogre3d.atlassian.net/browse/OGRE-32|OGRE-32] - Bloom + Wireframe Issue 
**[https://ogre3d.atlassian.net/browse/OGRE-34|OGRE-34] - [Papercut] Website links to dependency package 
**[https://ogre3d.atlassian.net/browse/OGRE-37|OGRE-37] - shadow_receiver_vertex_program_ref in a material corrupts shadow behaviour for other materials
**[https://ogre3d.atlassian.net/browse/OGRE-40|OGRE-40] - Ogre fails to build with TBB on Linux 
**[https://ogre3d.atlassian.net/browse/OGRE-44|OGRE-44] - Race condition 
**[https://ogre3d.atlassian.net/browse/OGRE-45|OGRE-45] - Issues with building OGRE from src 
**[https://ogre3d.atlassian.net/browse/OGRE-46|OGRE-46] - Cubemap with combinedUVW is sampled improperly (ogre 1.8, OpenGL ES 2.0, iOS4.3.3 iPod4)
**[https://ogre3d.atlassian.net/browse/OGRE-50|OGRE-50] - Problem with stencil shadows issued from a directional light 
**[https://ogre3d.atlassian.net/browse/OGRE-53|OGRE-53] - FrameListener and Root::renderOneFrame() confusion
**[https://ogre3d.atlassian.net/browse/OGRE-54|OGRE-54] - In D3D9RenderSystem when lost device can not clear viewport. 
**[https://ogre3d.atlassian.net/browse/OGRE-56|OGRE-56] - MeshSerializerImpl::calcGeometrySize returns incorrect value 
**[https://ogre3d.atlassian.net/browse/OGRE-59|OGRE-59] - Debian packaging: using system's TinyXML before resorting to in-source copy 
**[https://ogre3d.atlassian.net/browse/OGRE-60|OGRE-60] - Debian packaging: Allow several versions of OGRE installed at the same time  
**[https://ogre3d.atlassian.net/browse/OGRE-61|OGRE-61] - Terrain sample, setShadowTextureCasterMaterial is misleading  
**[https://ogre3d.atlassian.net/browse/OGRE-64|OGRE-64] - Isometric surface sample broken for Mac OpenGL target 
**[https://ogre3d.atlassian.net/browse/OGRE-65|OGRE-65] - Compositors interact poorly with uses of scene manager visibility flags 
**[https://ogre3d.atlassian.net/browse/OGRE-67|OGRE-67] - Water sample causes buffer leaks on configuration change 
**[https://ogre3d.atlassian.net/browse/OGRE-69|OGRE-69] - Scaled SceneNode's getWorldBoundingSphere() incorrect since 1.7 
**[https://ogre3d.atlassian.net/browse/OGRE-70|OGRE-70] - OS X: CMake install does not install framework, FindOGRE fails 
**[https://ogre3d.atlassian.net/browse/OGRE-74|OGRE-74] - Microcode caching broken when using GLSL shaders 
**[https://ogre3d.atlassian.net/browse/OGRE-75|OGRE-75] - Render system config window crash on linux. 
**[https://ogre3d.atlassian.net/browse/OGRE-76|OGRE-76] - Please consider using another font for samples 
**[https://ogre3d.atlassian.net/browse/OGRE-78|OGRE-78] - "receive_shadows off" doesn't work with custom pixel and vertex shaders.
**[https://ogre3d.atlassian.net/browse/OGRE-80|OGRE-80] - Setting Pixel Format PF_BYTE_BGRA has no effect in OGRE 1.8.1 
**[https://ogre3d.atlassian.net/browse/OGRE-84|OGRE-84] - Make iOS build simulator/device libs to separate locations 
**[https://ogre3d.atlassian.net/browse/OGRE-87|OGRE-87] - Example framework updates for Overlay Component 
**[https://ogre3d.atlassian.net/browse/OGRE-88|OGRE-88] - Applications not rendered on android 4.1 (asus eee pad) after system upgrade 
**[https://ogre3d.atlassian.net/browse/OGRE-90|OGRE-90] - HTML.cfg.in does not handle spaces in directory name (also OUTPUT directory) 
**[https://ogre3d.atlassian.net/browse/OGRE-91|OGRE-91] - Stack overflow in SceneManager::destroySceneNode 
**[https://ogre3d.atlassian.net/browse/OGRE-93|OGRE-93] - GCC warning 
**[https://ogre3d.atlassian.net/browse/OGRE-96|OGRE-96] - Direct3D9 RenderSystem cannot be built when Win8-SDK (or Visual Studio 2012) is installed. 
**[https://ogre3d.atlassian.net/browse/OGRE-99|OGRE-99] - Little bug in SceneManager::_renderScene 
**[https://ogre3d.atlassian.net/browse/OGRE-100|OGRE-100] - Switching render systems while a sample is still active crashes the application
**[https://ogre3d.atlassian.net/browse/OGRE-101|OGRE-101] - Hitting ESC in the BSP sample does not show the menu
**[https://ogre3d.atlassian.net/browse/OGRE-103|OGRE-103] - Some Compositor samples not working with OpenGL
**[https://ogre3d.atlassian.net/browse/OGRE-104|OGRE-104] - SSAO Sample doesn't work correctly in OpenGL
**[https://ogre3d.atlassian.net/browse/OGRE-105|OGRE-105] - Shader System Sample: Switching to PSSM3 shadows crashes the application
**[https://ogre3d.atlassian.net/browse/OGRE-106|OGRE-106] - Multi Light Sample doesn't start because of incorrect assumptions about render device
**[https://ogre3d.atlassian.net/browse/OGRE-107|OGRE-107] - Shadows Sample: Crash when switching to LiSPSM
**[https://ogre3d.atlassian.net/browse/OGRE-110|OGRE-110] - Material::getReceiveShadows() is ignored 
**[https://ogre3d.atlassian.net/browse/OGRE-111|OGRE-111] - RenderQueueGroupMap sorting is broken
**[https://ogre3d.atlassian.net/browse/OGRE-112|OGRE-112] - Multi Light Sample do not work without CG plugin
**[https://ogre3d.atlassian.net/browse/OGRE-117|OGRE-117] - Debug builds of unit tests and samples do not use debug versions of libs
**[https://ogre3d.atlassian.net/browse/OGRE-119|OGRE-119] - [Papercut] TBB is broken in VS 2012
**[https://ogre3d.atlassian.net/browse/OGRE-120|OGRE-120] - DirectX9 make fails due changes in include path
**[https://ogre3d.atlassian.net/browse/OGRE-121|OGRE-121] - SampleBrowser_d crashes due to uninitialized GpuProgramManager singleton
**[https://ogre3d.atlassian.net/browse/OGRE-122|OGRE-122] - Broken compile: OgreWindowEventUtilities.h uses unknown type: RenderWindowList
**[https://ogre3d.atlassian.net/browse/OGRE-124|OGRE-124] - Matrix3::QDUDecomposition returns wrong value
**[https://ogre3d.atlassian.net/browse/OGRE-125|OGRE-125] - OGRE Root should take absolute paths as well.
**[https://ogre3d.atlassian.net/browse/OGRE-128|OGRE-128] - Direct3D9 rendersystem crash on WindowsXP
**[https://ogre3d.atlassian.net/browse/OGRE-129|OGRE-129] - Cannot build Ogre using clang with -stdlib=libc++ option on OS X
**[https://ogre3d.atlassian.net/browse/OGRE-130|OGRE-130] - Incorrect handling of mip map dimensions in uncompressed DDS
**[https://ogre3d.atlassian.net/browse/OGRE-131|OGRE-131] - Compiling error with POCO with thread support 2 on Ubuntu 12.04
**[https://ogre3d.atlassian.net/browse/OGRE-132|OGRE-132] - Missing OgreCommon.h include in 1.9
**[https://ogre3d.atlassian.net/browse/OGRE-133|OGRE-133] - Render subsystem GL3Plus is missing in FindOGRE.cmake
**[https://ogre3d.atlassian.net/browse/OGRE-137|OGRE-137] - Letters damage in TextArea with center alignment while font material has no filtering
**[https://ogre3d.atlassian.net/browse/OGRE-138|OGRE-138] - Change ResourceManager::getNextHandle() to be lock-free by using atomic counter
**[https://ogre3d.atlassian.net/browse/OGRE-139|OGRE-139] - Cannot compile D3D11: Missing simultaneous render target count
**[https://ogre3d.atlassian.net/browse/OGRE-140|OGRE-140] - Material errors in SampleBrowser
**[https://ogre3d.atlassian.net/browse/OGRE-142|OGRE-142] - OgreHardwareVertexBuffer and many other places use 32-bit floats even when OGRE built to use 64-bit floats
**[https://ogre3d.atlassian.net/browse/OGRE-144|OGRE-144] - Mercurial Windows configuration
**[https://ogre3d.atlassian.net/browse/OGRE-148|OGRE-148] - Build error in OgreD3D11Texture.h using MinGW
**[https://ogre3d.atlassian.net/browse/OGRE-151|OGRE-151] - Startup Crash when using GL3+ on Windows
**[https://ogre3d.atlassian.net/browse/OGRE-156|OGRE-156] - ManualObject does not log an error message if the material specified is invalid
**[https://ogre3d.atlassian.net/browse/OGRE-162|OGRE-162] - RTSS crashes on update after removing cloned material
**[https://ogre3d.atlassian.net/browse/OGRE-167|OGRE-167] - Undeclared variable at OgreGLSLESProgramPipeline.cpp
**[https://ogre3d.atlassian.net/browse/OGRE-168|OGRE-168] - Debian packaging: using system's GLEW before resorting to in-source copy 
**[https://ogre3d.atlassian.net/browse/OGRE-171|OGRE-171] - OpenGL OgreWin32Window.cpp has a dangling pointer
**[https://ogre3d.atlassian.net/browse/OGRE-172|OGRE-172] - Optimization suggestion for MinTextureStateChangeHashFunc
**[https://ogre3d.atlassian.net/browse/OGRE-174|OGRE-174] - ZLib default dependency on OS X makefile build
**[https://ogre3d.atlassian.net/browse/OGRE-177|OGRE-177] - ResourceGroupManager::ResourceGroup public/protected mismatch
**[https://ogre3d.atlassian.net/browse/OGRE-179|OGRE-179] - ResourceGroupManager::ResourceGroup::removeFromIndex --- function have bug
**[https://ogre3d.atlassian.net/browse/OGRE-180|OGRE-180] - OgreD3D9Plugin.cpp typo in MingW header
**[https://ogre3d.atlassian.net/browse/OGRE-181|OGRE-181] - On Linux you can't run SampleBrowser from install dir.
**[https://ogre3d.atlassian.net/browse/OGRE-182|OGRE-182] - Resource manager memory budget feature has no effect
**[https://ogre3d.atlassian.net/browse/OGRE-184|OGRE-184] - [Papercut] Rename DistanceLodStrategy::getReferenceViewEnabled to isReferenceViewEnabled
**[https://ogre3d.atlassian.net/browse/OGRE-185|OGRE-185] - [Papercut] List of inaccuracies and bugs of documentation
**[https://ogre3d.atlassian.net/browse/OGRE-186|OGRE-186] - [Papercut] Rename Codec::code to Codec::encode
**[https://ogre3d.atlassian.net/browse/OGRE-187|OGRE-187] - [Papercut] Need some more explanations that means "Reference view" in DistanceLodStrategy
**[https://ogre3d.atlassian.net/browse/OGRE-190|OGRE-190] - EAGL2Context leaked on iOS
**[https://ogre3d.atlassian.net/browse/OGRE-193|OGRE-193] - Unity OpenGL3 Build Fails on Linux
**[https://ogre3d.atlassian.net/browse/OGRE-195|OGRE-195] - loadImage for GLES2 Rendersystem changes underlying Image format
**[https://ogre3d.atlassian.net/browse/OGRE-196|OGRE-196] - Missing header in DX11 render system
**[https://ogre3d.atlassian.net/browse/OGRE-197|OGRE-197] - Terrain component generates wrong number of blend textures
**[https://ogre3d.atlassian.net/browse/OGRE-199|OGRE-199] - SampleBrowser segfaults Linux unloading Sample_Volume*
**[https://ogre3d.atlassian.net/browse/OGRE-204|OGRE-204] - Improve material LOD distance strategy for flat objects
**[https://ogre3d.atlassian.net/browse/OGRE-210|OGRE-210] - [WIN] Linking debug and release version of boost
**[https://ogre3d.atlassian.net/browse/OGRE-211|OGRE-211] - Migrate SharedPtr to atomics
**[https://ogre3d.atlassian.net/browse/OGRE-212|OGRE-212] - OgreGLES2RenderSystem.cpp compile error on Android/iOS
**[https://ogre3d.atlassian.net/browse/OGRE-213|OGRE-213] - GLRenderSystem::_createDepthBufferFor may crash if it needs separate depth and stencil buffers
**[https://ogre3d.atlassian.net/browse/OGRE-214|OGRE-214] - Black screen: no shaders are compiled when "Separate shader objects: yes"
**[https://ogre3d.atlassian.net/browse/OGRE-216|OGRE-216] - VS: Specify Precompiled Header Memory Allocation Limit
**[https://ogre3d.atlassian.net/browse/OGRE-217|OGRE-217] - Missing PixelFormatDescription entries in _pixelFormats in OgrePixelFormat.cpp causing crash
!!Porting Notes
*GPU_ATI has been renamed to GPU_AMD
*Rectangle class has been removed. It was only used in OverlayElement. RealRect already included the same functionality and can be used as a replacement.
*Minimum OS X version is now 10.6
*For debug mode, Ogre now uses "Plugins_d.cfg" instead of "Plugins.cfg"
*ProgressiveMesh class has been removed. Use ProgressiveMeshGenerator instead.
*ShaderGenerator::finalize has been renamed to ShaderGenerator::destroy.
*On iOS when using GL ES 2 and an external view controller, Ogre will not add the view to your window or call makeKeyAndVisible(). You must perform both those steps in your own code.
* OgreBites::SdkTrayManager constructor changed. To pass mouse and keyboard the following lines are now needed:
{CODE(wrap="1", colors="c#")}OgreBites::InputContext inputContext;
inputContext.mMouse = m_pMouse;
inputContext.mKeyboard = m_pKeyboard;
OgreBites::SdkTrayManager* pTrayMgr = new OgreBites::SdkTrayManager("TrayMgr", m_pRenderWnd, inputContext, this);{CODE}
* As OgreOverlay is now its own component, you need to manually initialize it, with the following two lines of code (m_pSceneMgr is a pointer to your current Ogre::SceneManager):
{CODE(wrap="1", colors="c++")}Ogre::OverlaySystem* pOverlaySystem = new Ogre::OverlaySystem();
m_pSceneMgr->addRenderQueueListener(pOverlaySystem);{CODE}
* Ogre::RenderSystem::set/getWaitForVerticalBlank() was removed due to redundancy, since Ogre::RenderWindow already had VSync settings. 
!!Known Issues
n/a


!!Annotated Roadmap
* Android Port (Owner: [http://www.ogre3d.org/forums/memberlist.php?mode=viewprofile&u=6949|Wolfmanfx])
** Remove eclipse based android port __[[done]__
** CMake based build support 
*** Create find Ant / NDK packages (currently Ant and the NDK must be in the global path)
*** Generate android make files for the sample browser __[[done]__
*** Use android tool chain to compile OGRE as static lib __[[done]__
** Cleanup RTSS (Remove OgreStringSerialiser) __[[done]__
** Improve platform integration
*** Add Android log listener into OgreRoot __[[done]__
*** Disable Filesystem- / Zip- / EmbeddedZip- Archives on android __[[done]__
*** Resource system improvements
**** OgreAPKFileSystemArchive to handle file access inside the APK __[[done]__
**** OgreAPKZipArchive so we can handle zip files inside the APK (APK is also compressed using zip) __[[done]__
** Improve EGL support
*** Create concrete subclasses of EGL-Support/Window/Context __[[done]__
*** Handle context creation / configs inside OGRE __[[done]__
*** Resource recreation / Handle it like DX device lost / restore
**** Add managed resource class which every resource derive from (only active on Android - handled via macros)  __[[done]__
**** Recreation of Texture, Shader, HardwareVertexBuffer  __[[done]__
**** Recreation of FBO's (not working atm)  
** ETC1 texture codec
*** PKM support  __[[done]__
*** KTX support
** Sample browser 
*** Add touch input support __[[done]__
*** Build a APK file via CMake command line __[[done]__
*** Add rotation support __[[done]__
*** Fix / Enable more samples
**** Compositor not working
** Improve CPU/ vendor detection __[[done]__
** Add how to build it on Linux / OSX / Win32 __[[in progress]__
** Provide pre-compiled dependencies __[[done]__
** Fix our dependencies so the can compile against the android tool chain __[[done]__
* OgreMain
** Extract the overlays from OgreMain and transform it into a own overlay component __[[done]__
* RTSS
** Changed error handling of RTSS sub-render state parameter creation. Sub-render state now throws exception on errors __[[done]__
** Added 2 new demo samples: multiple lights and textured fog __[[done]__
* DirectX 11 render system
** Add tessellation shaders support. __[[done]__
** Add tessellation sample. __[[done]__
** Add dynamic linking support. __[[done]__
* Windows Metro style application (WinRT)
** Add support as a new platform (named WinRT). __[[done]__
** Create a WinRT project for the sample browser. __[[done]__
** Create a how to compile file. __[[done]__
** Get all existing samples to work with the D3D11 render system.
** Multi monitor\device support.
* OpenGL render system
** Add tessellation shaders support.
* Windows Phone 8 port - __[[done]__
!!Discussions about it
* [http://www.ogre3d.org/forums/viewtopic.php?f=4&t=70522|Roadmap to 1.9 and 2.0 (forum thread)]