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Improved support of mobile devices, render fixes

Render:

  • Added light dispersion (chromatic aberrations) for refractive materials: use engine.render.setRefractionDispersion(vec4), enable Render settings -> Postprocess (disabled by default, uses vec4(1)).
  • Added a new glow mode that uses a the full-screen buffer ('render_glow 2' console command).
  • Render can work without GL_ARB_map_buffer_range OpenGL extension.
  • Fade LOD distances have no effect if 'render_alpha_fade' console variable is set to 0.
  • Heavy refactoring of all shaders: performance has been improved. All standart shaders were moved to 'data/core/shaders/default' directory.
  • Added a set of simplified shaders for mobile GPUs: they support only OpenGL/OpenGL ES and are limited to 8 texture slots. This set is available by using RENDER_SIMPLE define. All settings of simplified materials are compatible with default shaders.
  • Added support of Adreno 200 mobile GPU.
  • All materials use cubemaps for static reflections (mesh_reflection_2d_base, water_base materials).
  • Fixed ObjectWater waves orientation in Direct3D.
  • Added distance-based fading of refraction ('refraction_power' parameter).
  • Added a new mesh_noise_base material with two sets of diffuse/normal/specular textures and one mask for both sets. It can be used to create various procedural effects like water, foam, clouds, lava, etc.
  • The color of water foam is now tweakable.
  • Negative refraction value in all materials is available (it inverts the direction of refraction).
  • No more crashes on mobile GPUs without MRT support.
  • Added samples with light dispersion and mesh_noise_base material.

Tools:

  • Available OpenGL extensions are no longer checked in ResourceEditor.
  • By importing COLLADA files, surfaces get their original material names.
  • Fixed viewport corruption when the ResourceEditor is resized to a small window.
  • Fixed skinned mesh export plugin for 3ds Max.
  • Added flipping for terrain height maps and holes textures by importing/exporting them into UnigineEditor.
  • Fixed a bug when reloading WorldTransform in UnigineEditor.

Other:

  • Added PPM and PGM texture formats (P2, P3, P5 and P6).
  • Increased the number of threads in the pool - no more thread shortage.
  • CPU and GPU count is logged in log.html on startup.
  • Opening/closing the console doesn't affect a permanent GUI focus.
  • SOFT_MOUSE define is renamed to MOUSE_SOFT, USER_MOUSE is renamed to MOUSE_USER.
  • Added 'extern_define' and 'extern_plugin' console variables.
  • Added handling of button events in Flash movie clips.
  • Fixed rendering of dynamic text in WidgetFlash.
  • Fixed gotoAndStop() gotoAndPlay() and similar functions in Flash player.
  • Fixed issues with binary XML format.
  • Added support of &#dec; entities by XML parser.
  • Fixed issues with Visual Studio C++ 2010 code generation.
  • Added a new Package interface into C++ API for external file system access (can also be used to stream data from remote servers).
  • Added support of C++ plugins for the Android version.
  • Added support of assets directory in the Android version.
  • Refactored an Android launcher (UnigineActivity Java class).

Documentation:

  • Updated UnigineScript library documentation.
  • Added "Using Tessellation" tutorial.
  • Added "Adding Physics for Object" tutorial.
  • Added "Principles of Operation / Rendering / Tessellation" article.

Apple taste

Unigine-powered OilRush, a naval strategy game running on a Macbook:
OilRush on Mac OS X

Unigine demos running on Mac OS X (one of the latest 13" Macbooks) and iOS (iPad):
Unigine demos on Macbook and iPad

Hang on, the moment when both Mac OS X and iOS versions of Unigine will be available for licensing is coming very, very near.

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