<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent posts to news</title><link href="https://sourceforge.net/p/lightfeather/news/" rel="alternate"/><link href="https://sourceforge.net/p/lightfeather/news/feed.atom" rel="self"/><id>https://sourceforge.net/p/lightfeather/news/</id><updated>2009-08-31T07:09:13Z</updated><subtitle>Recent posts to news</subtitle><entry><title>Release of V0.8.5</title><link href="https://sourceforge.net/p/lightfeather/news/2009/08/release-of-v085/" rel="alternate"/><published>2009-08-31T07:09:13Z</published><updated>2009-08-31T07:09:13Z</updated><author><name>Matthias</name><uri>https://sourceforge.net/u/mm765/</uri></author><id>https://sourceforge.netbcf7a161408d107e0d5500e343d607ae52eab827</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Changes in this version:&lt;br /&gt;
- New renderpipelines - one pass per light and deferred shading&lt;br /&gt;
- many changes and bugfixes to the GUI&lt;br /&gt;
- new GUI skin &amp;quot;simpl&amp;quot; by mk1&lt;br /&gt;
- better integration into existing renderwindows especially on windows systems&lt;br /&gt;
- new converters in modelconverter using assimp (assimp.sourceforge.net)&lt;br /&gt;
- a few new particle-affectors&lt;br /&gt;
- lots of other enhancements and fixes &lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Release of V0.7.0</title><link href="https://sourceforge.net/p/lightfeather/news/2008/03/release-of-v070/" rel="alternate"/><published>2008-03-21T20:50:48Z</published><updated>2008-03-21T20:50:48Z</updated><author><name>Matthias</name><uri>https://sourceforge.net/u/mm765/</uri></author><id>https://sourceforge.nete83ed436289f804f40b3b1ebaca9df6a2201420d</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Very important Changes:&lt;br /&gt;
- Lightfeather now supports the use of different renderpipelines. A second&lt;br /&gt;
pipeline &amp;quot;One pass per Light&amp;quot; has been included in this version, but is&lt;br /&gt;
still in the experimental stage. See the new Tests 101,102 and 103 for&lt;br /&gt;
usage of the oppl pipeline.&lt;br /&gt;
- New renderfeatures can now be added at runtime and from LFM, ERPF_USERX have been removed, see test11/test101 for example&lt;br /&gt;
- new version of buildsys uses much less ram and is much faster (seconds instead of 30 minutes on some systems)&lt;/p&gt;
&lt;p&gt;Changes in this version:&lt;br /&gt;
- RenderWindowWx has been integrated better, it now also processes events&lt;br /&gt;
- fixed post-processors to use correct mipmapping settings&lt;br /&gt;
- fix spot-lights direction&lt;br /&gt;
- added E_SAVE_SCENE_OPTIONS to CSceneManager::saveScene()&lt;br /&gt;
- lfm [paths] section can now contain: workrelative (same as deprecated 'addsearchpath'), apprelative and lfmrelative&lt;br /&gt;
- fixed test8 and it now includes decal clipping as well as portals&lt;br /&gt;
- lots of enhancements to scene-saving/loading&lt;br /&gt;
- no longer need freetype headers (and associated paths) when using lightfeather in a program&lt;br /&gt;
- added new version of solidworks exportscript by puh&lt;br /&gt;
- fixed shadowmapping for largeterrain&lt;br /&gt;
- fixed &amp;quot;make install&amp;quot; on linux systems&lt;br /&gt;
- scroll bar removed from list-box if its item count shrinks below visible lines again (thanks to calav3ra)&lt;br /&gt;
- fixed a bug in texture-uploading where the shadowstate was not set correctly&lt;br /&gt;
- renamed CSceneStateShadowMap to CSceneStateShadowReceiver&lt;br /&gt;
- added CSceneStateShadowCaster to be used instead of light-&amp;gt;addShadowCaster()&lt;br /&gt;
- particlesystems now can have multiple emitters (multiparticlesystems), old particlesystems are deprecated&lt;br /&gt;
and will be removed in next version of LF&lt;br /&gt;
- updated ped (psys editor) to use multiple emitter psys&lt;br /&gt;
- fixed a problem when changing camera-controller in many tutorials&lt;br /&gt;
- revert rgb color scale after rendering lightmaps&lt;br /&gt;
- moved occlusionculling-setting to renderlayer3d because of multi-renderpipeline-support&lt;br /&gt;
- changed shadowmapsetup so that the shadowmaps are now handled like normal rendertargets of the camera in the shadowmapsetup&lt;br /&gt;
- fixed sgis-mipmap-generation for cubemaps&lt;br /&gt;
- fixed updateInterval calculation for shadowmap setups&lt;br /&gt;
- added shortcut methods litBy, castShadowsFor, receiveShadowsFrom and receiveProjectionFrom which can be used instead of&lt;br /&gt;
instantiationg a scenestate and adding it to a node&lt;br /&gt;
- guimanager::setConsumeEvents now uses troolean, defaults changed so events are consumed by the widgets normally&lt;br /&gt;
this also fixes the problem where the terrain in lte (terrain editor) changed when clicking on gui&lt;br /&gt;
- fixed gui skin rendering for windows/panels to allow for rounded rects&lt;br /&gt;
- guidesigner reloaded (thanks to calav3ra mostly)&lt;br /&gt;
- added a few more builtin shader params&lt;br /&gt;
- added core::stringc and std::string support in net::CDataStream&lt;br /&gt;
- update parent's culling prevention when adding a scenenode to its parent&lt;br /&gt;
- fixed sphere vs frustum classification error - thanks to magicat for finding it&lt;br /&gt;
- added get/setRenderTargetDepthUsage() in CCamera, to mark a rtt for use as depth buffer even if the rtt is not of ECF_DEPTH* type&lt;br /&gt;
- optimized CModel::doSkinning() and fixed a bug in CModelAnimator::animate() where it would wrongly return true even if no&lt;br /&gt;
animations were active&lt;br /&gt;
- added &amp;quot;animationupdate&amp;quot; key in &amp;quot;model&amp;quot; section of lfm files, to set the update interval of the model's animator&lt;br /&gt;
- blender exporter by default sets &amp;quot;animationupdate=33&amp;quot; (30fps) to exported animated meshes&lt;br /&gt;
- added option to scenemanager::remove(light, bool) to remove all scenestates for the removed light from the scene&lt;br /&gt;
- added support for msvs9 in buildsys&lt;br /&gt;
- fixed a couple of #includes to allow for cross-compilation of the engine&lt;br /&gt;
- fixed vector3d::getinterpolated - this fixes a problem with skeletal animations - thanks to puh for finding it&lt;br /&gt;
- fixed problem with relative sizes and combo boxes&lt;br /&gt;
- fixed buildsys for devc++&lt;br /&gt;
And lots of smaller bug-fixes as usual, see ChangeLog for details.&lt;/p&gt;
&lt;p&gt;New in this version:&lt;br /&gt;
- added additional sample post-processors (bloom, dof and motion blur) in test11&lt;br /&gt;
- added os::CFileName utility class&lt;br /&gt;
- added CAVStreamReaderFFmpeg, which makes cross-platform video playing possible (audio not yet implemented), ffmpeg not included&lt;br /&gt;
- added array::quicksort which is now used as the default sorting method&lt;br /&gt;
- added mergesort to list&lt;br /&gt;
- added CConeModel&lt;br /&gt;
- added scenenode-scaling&lt;br /&gt;
- added custom node serialization support (see ISceneNodeSerializer)&lt;br /&gt;
- added CNGPlantFactory::getTemplateNames() to retrieve a list of all the loaded templates&lt;br /&gt;
- added array_refcounted, array_resource, list_refcounted and list_resource which are arrays/lists aware of crefcounted/cresource types&lt;br /&gt;
- added fill32Bit and drawRectangle32Bit methods by Calav3ra to CImage&lt;br /&gt;
- added E_TROOLEAN (and 'trool' typedef) which is an enhanced boolean with three states: yes, no and default&lt;br /&gt;
- added tutorial 21 - shadowmapping&lt;br /&gt;
- added maxquality-setting and an enum E_RENDER_RATING which allows you to have quality settings like low, medium, high when&lt;br /&gt;
renderpasses are selected&lt;br /&gt;
- added CGUIAnimator for simple animated GUI behaviour (see test4 menu for an example)&lt;br /&gt;
- added tutorial22 (unfinished)&lt;br /&gt;
- added new gui skin: clearlooks&lt;br /&gt;
- added test 101.SimpleOppl (all tests &amp;gt; 100 use the new oppl renderpipeline)&lt;br /&gt;
- added test 102.TerrainSkyTrees for oppl&lt;br /&gt;
- added test 103 normalmapping and parallaxmapping&lt;br /&gt;
- added CSkySceneNode to be used with skyboxes/skydomes&lt;/p&gt;
&lt;p&gt;Known problems:&lt;br /&gt;
- Thirdperson-camera-controller and Editor-camera-controller seem to be broken on windows vista&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Corrupted files for V0.6.0 fixed</title><link href="https://sourceforge.net/p/lightfeather/news/2007/11/corrupted-files-for-v060-fixed/" rel="alternate"/><published>2007-11-23T21:17:31Z</published><updated>2007-11-23T21:17:31Z</updated><author><name>Matthias</name><uri>https://sourceforge.net/u/mm765/</uri></author><id>https://sourceforge.netfdaff415724b0deedaa12f2b4751802201d5491e</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Due to a mistake on my part the files were uploaded incorrectly.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Release of V0.6.0</title><link href="https://sourceforge.net/p/lightfeather/news/2007/11/release-of-v060/" rel="alternate"/><published>2007-11-23T09:27:01Z</published><updated>2007-11-23T09:27:01Z</updated><author><name>Matthias</name><uri>https://sourceforge.net/u/mm765/</uri></author><id>https://sourceforge.net1747e37117d18fddf186b7b6706423cd27a5f10d</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Very important Change:&lt;br /&gt;
THE WAY LIGHTFEATHER IS BUILT HAS BEEN CHANGED - READ THE FILE README.TXT FOR DETAILS (or the next two news entries after this one).&lt;/p&gt;
&lt;p&gt;Changes in this version:&lt;br /&gt;
- fixed a grave bug for 64bit architextures&lt;br /&gt;
- moved spacing, heightscale, blocksize, rendertype and lodfactors to dtc file from largeterrain constructor. also used in lte for consistency&lt;br /&gt;
- fixed sliders/scrollbars not showing up in simple gui&lt;br /&gt;
- fixed thirdpersoncontroller not working in fullscreen mode on windows&lt;br /&gt;
- fixed directional|spot lights Z-forward&lt;br /&gt;
- redid PVS to be much cleaner and better integrated with the portal system&lt;br /&gt;
- greatly enhanced modelviewer now in tools/ instead of in exmaples as test5&lt;br /&gt;
- fixed cmesh::recalculatenormals for triangle-strip meshes&lt;br /&gt;
- added a fix for manual changing of skeletons in models&lt;br /&gt;
- fixed crash when using animations in EALT_ONCE mode&lt;br /&gt;
- frustum for orthographic cameras now calculated correctly&lt;br /&gt;
- fixed off by one error when checking if 32bit indexes are needed&lt;br /&gt;
- fixed modelconverter to correctly set texture type for DDS and HDR textures&lt;br /&gt;
- fixed a problem in largeterrain when observer got out of bounds terrain was messed up&lt;br /&gt;
- using external renderwindows on windows-systems works better now&lt;br /&gt;
- the resourcemanager has been changed to support arbitrary types of resources&lt;br /&gt;
including user defined resourcetypes, which goes hand in hand with the addition&lt;br /&gt;
of user-defined sections for lfm files of V0.5.5&lt;br /&gt;
- the resources/ directory has been moved out of render/ into the main directory&lt;br /&gt;
to reflect the possibility of using it to handle other types of resources now&lt;br /&gt;
- changed objectType into array to have a hierarchy in CRTTI-classes&lt;br /&gt;
- fixed a bug in geometry loader for vertexbuffers that had already been loaded&lt;br /&gt;
- largeterrainmodel now cleans up properly in destructor&lt;br /&gt;
- CLight::addShadowCaster() checks if the node is already a shadow caster before adding it&lt;br /&gt;
- for shadowmap GLSL shaders, tex0 from the original material is put at texunit1 (e.g. for alpha reference)&lt;br /&gt;
- rendercontext-ids are now reused when contexts are destroyed and new contexts are opened -&lt;br /&gt;
so _LF_MAX_CONTEXTS_ is now number of maximum simultaneoulsy used contexts, not total number of contexts&lt;br /&gt;
- fix for big endian large terrain model&lt;br /&gt;
And lots of smaller bug-fixes as usual, see ChangeLog for details.&lt;/p&gt;
&lt;p&gt;New in this version:&lt;br /&gt;
- added support for setting preprocessor definitions for glsl shaders&lt;br /&gt;
- added terraingenerator to lte&lt;br /&gt;
- added native wxrenderwindow&lt;br /&gt;
- added CFileSystem::getApplicationDirectory(), which does what it says (MAC version pending)&lt;br /&gt;
- added support for different shadowmap-algorithms (plugin-like system)&lt;br /&gt;
- added support for dyanmic environment mapping&lt;br /&gt;
- added LF_STATIC build option for static linking&lt;br /&gt;
- added EALT_ONCE_AND_DEACTIVATE animation mode to deactivate an animation after playing it (and return to the start frame)&lt;br /&gt;
- added png write support for ECF_GRAY16 images&lt;br /&gt;
- added deactivateAnimation() and isAnimationActive()&lt;br /&gt;
- added CGUIWidget::connectToWidget() and CGUIWidget::setAutoUpdateVariable() for easy updating of other widgets&lt;br /&gt;
- added Torusmodel&lt;br /&gt;
- added tutorial20 - loading gui from lfm, widget-connections and auto-update-variables&lt;br /&gt;
- added priority for scenenodecontrollers&lt;br /&gt;
- added pagingmanager&lt;br /&gt;
- added tilehandler-interface + handling in resourcemanager&lt;br /&gt;
- added test15 (pagingmanager)&lt;br /&gt;
- added core::CCommandLineParser&lt;br /&gt;
- added support for geometry shaders - note that constructor of renderpassopenglslcustom has changed&lt;br /&gt;
- added CFocusedShadowMapSetup for slightly better shadowmaps&lt;br /&gt;
- added support for ngplant - see test12 for an example on how to use it&lt;br /&gt;
- added function to search for a substring in a string (findFirstString())&lt;br /&gt;
- added os::CDynamicLibrary (load libraries at runtime&lt;br /&gt;
General:&lt;br /&gt;
Read README.TXT for how to build Lightfeather on windows and Linux, and Readme.mac for MacOSX.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Release of V0.5.5</title><link href="https://sourceforge.net/p/lightfeather/news/2007/08/release-of-v055/" rel="alternate"/><published>2007-08-12T02:35:38Z</published><updated>2007-08-12T02:35:38Z</updated><author><name>Matthias</name><uri>https://sourceforge.net/u/mm765/</uri></author><id>https://sourceforge.netc84c02493f494fa4ae2616d9da2ad08511d96787</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;New in this version: filesystemhandler (use a database or an ftp-server like a normal filesystem), resourcegroups for easier resourcehandling, lfm-section parsers to integrate loading of user-defined data through the standard lfm files, support for rendering the same scene into multiple windows, write logfiles as html and much, much more.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Release V0.4.5</title><link href="https://sourceforge.net/p/lightfeather/news/2007/04/release-v045/" rel="alternate"/><published>2007-04-09T20:29:40Z</published><updated>2007-04-09T20:29:40Z</updated><author><name>Matthias</name><uri>https://sourceforge.net/u/mm765/</uri></author><id>https://sourceforge.netc862d40c7afd42f84d544d29dad741a9c27a12dc</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Version 0.4.5 of the Lightfeather 3D engine has been released today.&lt;br /&gt;
A few highlights of the new version:&lt;br /&gt;
*New and much improved blender exporter thanks to par4&lt;br /&gt;
*Network support (enet with a few changes to make it more OOPy)&lt;br /&gt;
*Support for using an existing window for rendering&lt;br /&gt;
*Support for compressed and uncompressed 2D dds textures&lt;br /&gt;
*Font effects (shadow, glow)&lt;br /&gt;
*Procedural texture generation code for generating 2D texture maps from 3D procedural textures&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>