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

H.P. Lovecraft wrote:
Ghadamon. A Seed of Azathoth. A bluish-brown, slimy monstrosity riddled with holes, and an occasional malformed head.


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 GSoC 2012 Volume Rendering
  • Many Terrain improvements.See 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: JIRA - Ogre3D 1.9 fixed issue filter

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

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