meta data for this page
Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision | |||
releasenotes_9.1.1 [2022/08/15 17:07] king |
releasenotes_9.1.1 [2022/08/18 10:55] (current) steph.jorgensen |
||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== Version | + | ====== Version |
- | This is the first release of the SpeedTree Games SDK to correspond with SpeedTree Modeler 9. | + | |
- | Why is this version 9.1.1 and not 9.0.0? The release of the SDK generally lags the release of the Modeler. In this case, it lagged it a lot. The development team tries to keep the Modeler | + | This is the first release of the SpeedTree Games SDK to correspond with SpeedTree |
- | ===== New Features and Updates ===== | + | The SDK did not receive any sweeping changes between major versions 8 and 9. The updates center around a new wind algorithm and how shaders are loaded in the reference application. |
- | The SDK did not receive any sweeping changes between major versions 8 and 9. The bulk of the updates center around a new wind algorithm and how shaders are loaded in the reference application. | + | |
- | * **New STSDK Format.** The v9 STSDK file format is not compatible with the v8 STSDK format, so all older tree models will have to be recompiled to use with the v9 SDK. | + | Games Modeler version 9.1.1 and newer is required for model compilation against the 9.1.1 SDK. |
- | * **Modeler Compatibility.** Games Modeler version 9.1.1 and newer is required | + | |
- | * **Visual Studio 2022 Now Supported.** All Visual Studio SpeedTree source projects are now available for versions 2022, 2019, 2017, and 2015. Older Visual Studio SpeedTree projects are no longer available. | + | ===== Features ===== |
- | * **New Wind System.** The wind system | + | |
- | * **New Shader Naming/ | + | * Introduced a new .stsdk format. The v9 .stsdk |
- | * **New Reference Shader Names.** | + | |
- | * 3d_trees_vs.hlsl | + | ===== Improvements ===== |
- | * billboards_vs.hlsl | + | |
- | * grass_vs.hlsl | + | * Added support |
- | * grass_fogged_vs.hlsl | + | * Updated the wind system to use a more flexible algorithm. The system remains configurable where multiple wind options can be toggled at compile time including branch1 and branch2 wind, global/ |
- | * **Reference Shader Updates.** Most of the example | + | * Handles |
- | * Renamed | + | * Provides |
+ | * Can be made to run solely on the GPU with no involvement from the C++ wind class other than to advance time. It should be noted that the system is still controlled by a central C++ wind class, a set of vertex shaders, and per-vertex wind data. | ||
+ | * Added SRGB support so all texture loading classes now take a LINEAR/SRGB input for interpreting textures on load. | ||
+ | * OpenGL updates: | ||
+ | * Cleaned up the DDS and TGA texture loaders in the OpenGL renderer: | ||
+ | * DDS now respects the LINEAR/SRGB flag and uses the SDK callback system for binary file loading and heap allocation. | ||
+ | * TGA has all the changes the DDS loader does, and the class interface is also greatly simplified. Instead of multiple unused member functions, it now uses a single static function to both load the TGA and create the corresponding texture. | ||
+ | * Improved shader loading error messages. | ||
+ | | ||
+ | * Updated Vertex packers. Vertex packers in the Modeler application updated to support the new wind system. Sample vertex shaders in the reference application were adjusted to match. | ||
+ | |||
+ | ===== Changes ===== | ||
+ | |||
+ | | ||
+ | * Loading example: This change | ||
+ | | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * Updated the example shaders in the reference application. Most of the example shaders are the same as version 8, but there are a few differences: | ||
+ | * The example shaders have been renamed, | ||
* Vertex definitions and packing correspond to the updated Modeler vertex packers, changed for wind. | * Vertex definitions and packing correspond to the updated Modeler vertex packers, changed for wind. | ||
- | * New wind code, mostly contained in WindShader_Sdk.h. | + | * They have new wind code, mostly contained in '' |
- | | + | * Core Library Changes: |
- | * **OpenGL updates: | + | * Raised '' |
- | * Substantial clean up to the DDS and TGA texture loaders in the OpenGL renderer: | + | * Rewrote the '' |
- | * DDS now respects the LINEAR/SRGB flag and uses the SDK callback system for binary file loading and heap allocation. | + | * Increased the default size of '' |
- | * TGA has all the changes the DDS loader does, but the class interface was also greatly simplified. It was reduced from a handful of unused member functions to a single static function that both loads the TGA and creates the corresponding texture. | + | |
- | * Improved shader loading error messages. | + | |
- | * Errors in the imgui console now display properly when the scene fails to load (required a decent rework of MyMainOpenGL.cpp). | + | |
- | * **Updated Vertex Packers.** Vertex packers in the Modeler application updated to support the new wind system. | + | |
- | * **Core Library Changes:** | + | |
- | * ST_MAX_NUM_STSDK_MATERIAL_MAPS | + | |
- | * The CFileWindConfig class has been completely rewritten | + | |
- | * CFixedString’s | + |