Irrlicht Engine Changelog

What's new in Irrlicht Engine 1.8.1

Nov 28, 2013
  • For speed improvement the following attributes accessible by ISceneManager::getParameters() are no longer updated in release:
  • "culled", "calls", "drawn_solid", "drawn_transparent", "drawn_transparent_effect".
  • They can be enabled by compiling Irrlicht with the define _IRR_SCENEMANAGER_DEBUG.
  • Thanks @hendu for reporting, see http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=48211 for the discussion.
  • Fix compile problem with CIrrDeviceSDL on VS2008 (and maybe other systems). Thanks @HellFlip for reporting.
  • Fix quaternion::rotationFromTo()
  • Fix iszero for s64
  • Fix crash in SoftwareDriver2 when Material was EMT_DETAIL_MAP but texture[1] was not set (Thanks for fix by chronologicaldot)
  • Fix buffer overrun in x-loader
  • Fix cursor visibility update problem under Windows 8
  • Fix irredit links in loadScene/saveScene docs.
  • Fix issue in CAnimatedMeshSceneNode::clone which caused a crash.
  • Fix compiling errors for c++ builder
  • Initialized IColladaMeshWriter::GeometryWriting which was uninitialized.
  • Fix linker trouble with irr::core::equalsByUl when compiling Irrlicht as managed code (thx @ Memorial76 for a report + testcase)
  • Fix crashes in CCubeSceneNode::clone and CSphereSceneNode::clone
  • Fix the clipping in the listbox drawing which was only showing the right line of the sunken pane
  • Initialize slider in example 05 correct
  • Fix crash in CMeshSceneNode::clone when the mesh had no shadow

New in Irrlicht Engine 1.8 (Nov 28, 2013)

  • Let sphere mesh use full opaque color, just as all the other ones do
  • Gcc on Win32 (MinGW) now also works with the _w file access functions when compiled with _IRR_WCHAR_FILESYSTEM.
  • Fix a bunch of off-by one errors in irr::core::string in functions equals_substring_ignore_case, findFirst, findFirstChar, findNext, findLast, findLastChar, replace, remove and removeChars.
  • This prevents some potential memory access errors, find functions no longer try to find the \0, replace no longer replaces the \0 and remove no longer tries to remove it (which did remove the last character instead).
  • matrix4::setRotationAxisRadians added
  • user clipplanes fixed
  • Skip rendering of lines, points, and polygons, as these lead to crahses due to wrong access to the vertex lists. A fix would need major rewrite of the vertex cache, or at least some other render methods.
  • Add mipmap generation for makeColorKeyTexture
  • Add another saveScene overload which allows to pass in a user-created XMLWriter. Patch suggested by eversilver.
  • quaternion conversions to and from matrix4 no longer invert rotations.
  • To test if your code was affected by this you can set IRR_TEST_BROKEN_QUATERNION_USE in quaternion.h and try to compile your application.
  • Then on all compile-errors when you pass the matrix to the quaternion you can replace the matrix transposed matrix.
  • For all errors you get on getMatrix() you can use quaternion::getMatrix_transposed instead.
  • CGUIEnvironment::loadGui - loading a gui into a target-element no longer messes up when the gui-file contained guienvironment serialization.
  • Colladawriter now exports materials per node when those are used in Irrlicht
  • Colladawriter now writing matrices for node transformations as old solution did not work with CDummyTransformationSceneNode's.
  • Colladawriter no longer create an extra node for the scenemanger as has that job in Collada.
  • Colladwriter no longer makes all Scenenodes children of ambient-light as that can be parallel on the same layer instead.
  • Colladareader now creates the ambient-light correct instead of creating a point-light for it.
  • Add new parameter to array reallocate function. This prevents a reallocation in case the array would become smaller. As the reallocation operation is quite time consuming, this can be avoided on request now, on the expense of more memory consumption.
  • Add IAnimatedMeshSceneNode::getLoopMode
  • CSceneNodeAnimatorCameraFPS now resets the key-input when it was disabled (thx @ gerdb for reporting and patch-proposal)
  • Properly destroy OpenGL resources on linux
  • Fix diplay bux in the attribute-panel of the GUIEditor. Fixes bug 3517314 (thx @Darkcoder for reporting).
  • Allow caching cursor position on X11 to work around slow XQueryPointer calls
  • Make sure after EGET_EDITBOX_ENTER and EGET_COMBO_BOX_CHANGED event processing no more code is executed for the corresponding editbox or combobox objects to allow clearing the environment on those actions
  • Fix string::replace which failed replacing substrings at the end when the replacement was longer
  • Struct packing works now with gcc 4.7 changes on MinGW
  • Struct packing uses now same solution throughout (by including headers in corresponding places)
  • User can now set characters used for decimal point in fast_atof for localisation.
  • Add parameter useAlphaChannel to second IGUIEnvironment::addImage function.
  • Get rid of unnecessary warning "Could not load sprite bank because the file does not exist" for "#defaultfont".
  • Fix MRT disabling. Bug found and fixed by hendu.
  • core:::array::reallocate returning now immediately when it has nothing to do. Should reduce a lot of memory thrashing on irrArrays.
  • Start mesh animations at first OnAnimate , before start-frame was rather random. Thx @Auria for reporting and patch proposal.
  • renderTargetTexture now working with ECF_R5G6B5
  • add -fPic in c::b linux fast math shared build.
  • Fix by Auria for starting the animated meshes only at first OnAnimate instead of at random times and animation frames.
  • Add support for MAX_COMBINED_TEXTURES, which allows more texture support than with the original fixed pipeline texture check under OpenGL. Now, more than 4 textures should also work with newer gfx cards and drivers, which often only support 4 fixed pipeline textures.
  • triangle3d::isPointInsideFast now using some epsilon to catch all points on the borders.
  • triangle3d::getIntersectionOfPlaneWithLine calculates now with higher precision for more exact results.
  • triangle3d::isOnSameSide (used by isPointInside) calculates now with higher precision and uses some epsilon to make it work with larger integers and less floating point troubles. Slightly slower now.
  • new function equalsByUlp to test for spacing between floating point numbers.
  • speedup for collada writing.
  • speedup for xml-writing.
  • Fix 8bit grey image TGAs, which were not working due to missing palette. Also switched to RGB8 format, as otherwise a loss in precision would occur. Thanks to Klunk for the error report and a test image.
  • fixed issues with a D3D driver and Aero effects.
  • Fix font-drawing in CGUIButton to use EGDF_BUTTON again (thx @DJLinux for reporting).
  • Add texture cache with proper reference handling. This avoids deletion of textures while still being active on the GPU. Test case and fix by m(att)giuca
  • CFileSystem::removeFileArchive now checking for normalized path
  • Fix zip's with passwords on 64-bit systems (thx @ Dr. Gladman for writing the bugfix)
  • replace asserts in tests with macro assert_log to allow running all tests through on problems.
  • added IGUIElement::setName and IGUIElement::getName (similar to ISceneNode)
  • irr::s64 support
  • line2d::getClosestPoint can now also get the closest point on the line additional to only checking for closest point on the line-segment.
  • avoid division by zero in line2d::getClosestPoint when start- and endpoint are identical
  • Support for sw drivers under OSX
  • Fix font-loading which got broken by fixed xml-loading. Thanks @ pc0de for finding and providing a test and patch.
  • Don't crash draw2DSpriteBatch when it get's no textures.
  • Add support for int passing in setShaderConstant
  • Support for better collada texture wrapping support on loading.
  • Fix for render context change where only the window id is given. We now try to change only the window ID, keeping context and display unchanged. Suggestion by vovo4ka from the forum.
  • XML-reader now ignores all whitespace-only EXN_TEXT elements as old way didn't work in cross-platform way (and arguably also not well on Windows).
  • CXMLReader initializes IsEmptyElement now.
  • line2d::intersectWith and and line2d::getClosestPoint work now also with integers.
  • line2d::getMiddle and line3d::getMiddle work now also with integers. But can be slower for compilers which are not optimizing division by 2 to multiplication by 0.5 for floats.
  • Add Nadro's initial Cg support. Example 10 is enhanced to allow also Cg shaders.
  • Add mipmap support from FBO extension, patch by Nadro.
  • Add vertex optimization algorithm submitted by curaga
  • rename texureBlend functions to textureBlend
  • Add threshold for slerp calculation, switching between linear and slerp at this point.
  • Fix for bug 3401933 - vertex color interpolation with shadow volumes in the scene
  • Fixed bug in button sprites reported by RdR
  • Fixed button state sprite animations for pressed, focused and hovered.
  • Added serialization for terrain smooth factor, patch by RdR
  • Implemented more button states for sprite banks, patch submitted by RdR
  • Add IGUIEnvironment::getHovered to get the element most recently known to be under the mouse cursor
  • Add FPS settings for animated meshes, which allows to push animation speed from files to Irrlicht animation system
  • Maya camera updates
  • Add support for bsp brush entities. Written by Hendu.
  • weighted normals recalculation fixed
  • Billboard improvements
  • API docs updates
  • triangle selector improvements
  • OSX improvements by Auria
  • Add new methods for adding and removing file archives based on ifilearchive pointers.
  • Add getBackgroundColor, isDrawBackgroundEnabled and isDrawBorderEnabled to IGUIStaticText (thx 4 patch from Nalin).
  • Reduction of multiple skinning the same mesh and frame in one render cycle
  • Added ISceneNodeAnimatorCameraFPS::getKeyMap and a new ISceneNodeAnimatorCameraFPS::setKeyMap.
  • CSceneNodeAnimatorCameraFPS uses now SKeyMap instead of SCamKeyMap (structs were identical which was confusing and there wasn't any explanation in comments, so I decided to simplify it).
  • Add some workaround to MeshViewer to show how we can currently fix the FPS-cam when users to alt-tab while moving. We can improve that some day when we have focus-events, but this works for now.
  • Fix LZMA decompression
  • Ply normal fixes
  • HW buffers only support rendering with both vertex and index buffers
  • Enables VBOs for water node
  • Octree support for non-standard vertex meshes
  • Fix rotationFromTo
  • Added ConstIterator
  • Fix for getScreenCoordinatesFrom3DPosition to use proper RTT sizes
  • Add IGUIComboBox::setMaxSelectionRows and IGUIComboBox::getMaxSelectionRows
  • Scenemanager switches from type ESNT_UNKNOWN to type ESNT_SCENE_MANAGER.
  • Add getActiveFont to all elements which have setOverrideFont for cleaner code
  • Add getOverrideFont to all elements which have setOverrideFont to have a consistent interface
  • IGUIEditBox: added missing serialization for Border
  • IGUIEditBox: remove bug that added spaces to the end of each line
  • IGUIEditBox: fix crash that happened when wordwrapping was enabled, spaces were entered beyond the border and then cursor-key was pressed.
  • IGUIEditBox::setDrawBackground added.
  • CGUISkin::draw3DSunkenPane no longer ignores fillBackGround in non-flat mode. Also borderlines are no longer drawn overlapping to avoid ugly corners.
  • CDummyTransformationSceneNode::clone() added.
  • IParticleSystemSceneNode::doParticleSystem now public to allow rendering outside scenegraph.
  • getRelativeFilenames updates and fixes
  • Renamed IOSOperator::getOperationSystemVersion to getOperatingSystemVersion. Changed return type from wchar_t to core::stringc, as that's the internal representation the name is built on.
  • Added IGUITabControl::insertTab, IGUITabControl::removeTab, IGUITabControl::clear and IGUITabControl::getTabAt
  • Add 32bit support to some mesh manipulator methods
  • Fix mipmap locking under OpenGL
  • Improvement of screenshot function to support more color formats and targets
  • getAngle fix to avoid NaNs
  • Available gfx memory output in log messages
  • Improved 2d render settings and caching
  • Initial suppport for sRGB render functions
  • Improved terrain scene node rendering
  • Paletted png image support fixed
  • Gamma settings in image loaders improved
  • Support for relative filenames in serialization
  • Access to selectors inside meta selectors implemented
  • DirectInput joystick support
  • Support for scaling with draw2dimage with burnings video
  • More gl extensions have correctly initialised return values
  • Some fixes for quaternion to euler function
  • Properly return nullptr if RTT creation fails on low levels
  • Added IGUIListBox::getItemAt
  • Add more image formats tried to load by q3 level loader
  • Add fast_atof improvements from assimp, also strtoul10 method
  • Add blend equation function for MRTs
  • Add new material fields for blend operation and polygon offset (depth bias).
  • Reorder texture stage assignments
  • Improved VSync handling
  • Fix Ogre loader for materials with more than one texture
  • Fix createMeshCopy material handling
  • Framework target for OSX project added
  • Terrain scene node fixes
  • Fix HSL color class
  • Fix color selection GUI element
  • Transparency issues in particle system fixed
  • Particle sphere emitter rand values fixed
  • Support Unicode SHY dynamic hypen in word wrap
  • Fix OBJ reader sometimes running over EOF
  • Added IGUITable::getColumnWidth
  • Billboard text animates in OnAnimate now
  • Fix mountpoint reader to properly sync file names and firectories
  • Added the ability to open an archive from an IReadFile*, added a FileToHeader tool with instructions of how to make a portable app that consists of a single executable file.
  • Added suppport for right-to-left (RTL) text, supplied by Auria from STK
  • Added ISceneManager::createSceneNodeAnimator to create animators by name
  • The Makefile now creates a symlink from the soname to the binary name during install. Binary compatibility is only confirmed between same minor releases.
  • Added SMF mesh loader, loads meshes from 3D World Studio. Originally written by Joseph Ellis
  • The loader selection process now consistently checks loader lists in reverse order, so new loaders added to Irrlicht override the internal ones. This applies when adding external mesh, image, scene and archive loaders, image writers, plus node, animator and GUI element factories.
  • Added getters to retrieve mesh, scene and archive loaders.
  • Added ISceneLoader interface and .irr loader. Users can now add their own scene loaders to the scene manager and use them by calling loadScene.
  • Renamed IGUIElement::bringToBack to sendToBack, like in Windows
  • Send EGET_ELEMENT_CLOSED event when context menus should be closed (thx @ Mloren for reporting).
  • Added treeview to GUI editor, provided by Armen
  • Added root type for GUI environment
  • zip archive fixes: Fix directory tags in file list. Fix loading of stream zip files which have file sizes only in the central directory.
  • Fixed panel scrollbars in GUI editor, reported by Armen
  • Fix b3d loading of files with mixed mesh/bone sections.
  • Fix particle emitters which used integer random numbers so far. The distributions of the particles should be much better (and the code also somewhat faster) now.
  • Add new random method frand: Returns a random number in the interval [0..1] and gives better distributions than using fmodf on the integer number.
  • Add node parameter to saveScene and loadScene. saveScene saves the given node and all descendants to the file (if 0, the full scene is saved as before). loadScene loads all elements of the scene as childs of the given node. As before, 0 would load the file on the top level (scenemanager).
  • Add method to make a filename relative to a given directory.
  • Fix setMesh to correctly update the joints cache.
  • Fix setting transition time of skinned meshes back to 0.
  • Add some getters to IGUIImage: getImage, getColor
  • Fix OpenGL FBODepthTexture to create less overhead
  • Fix MRT disabling under OpenGL
  • API change: Added write only lock mode for textures. The lock method has changed the signature and uses an enum parameter now instead of a bool. The default is still to lock for read/write (previously 'false'). The old 'true' value should be replaced by ETLM_READ_ONLY.
  • Speedup deleting of particles
  • Add function IParticleSystemSceneNode::clearParticles
  • Fix RTT render states under OpenGL
  • Fix AntiAliasing setup under Windows/OpenGL in case no AA is available
  • Fix transformation matrices when RTT used
  • API change: getScreenCoordinatesFrom3DPosition has a new parameter, which needs to be set to true to get the original behavior. Now, the method returns coordinates which would fit as render coordinates of a currently enabled viewport. With the parameter set to true the result would fit only after the viewport is reset to full window rendering.
  • More checks for Stencilbuffer
  • Improve render state resets
  • Fix MRT handling
  • Fix file search
  • Add flag and method to disable clipping of the text to the gui element rectangle in GUI static text.
  • addShadowVolumeSceneNode now replaces an existing shadow. One should avoid to call this method multiple times without changing any parameter, as it is quite time consuming and cannot recognize the duplicate calls.
  • Add function IGUIEnvironment::removeFont (TODO: Does not remove the texture from cache so far)
  • Fixed mem leak in mountfilesystem
  • Update to libjpeg 8b, zlib 1.2.5, bzip2 1.0.6, libpng 1.4.4 and lzma from 9.20 SDK
  • Functions in IMeshCache expecting IAnimatedMesh* parameters removed as similar functions with IMesh* can be used since a while. Fixes also problems when IAnimatedMesh* got upcasted to IMesh*. (thx @ Greenya for reporting)
  • Fix blend states for MRTs
  • 64bit targets for MSVC added
  • The following functions will now use a "ISceneNode *" instead of a "const ISceneNode *":
  • ITriangleSelector::getSceneNodeForTriangle, ISceneNodeAnimatorCollisionResponse::getCollisionNode, ISceneCollisionManager::getCollisionPoint and ISceneCollisionManager::getCollisionResultPosition.
  • As collision functions often are followed by changing node positions users where so far forced to using const_casts (found by Greenya).
  • Add vector3d::getAs3Values (patch provided by slavik262)
  • Add function to SViewFrustum to get corners of the near plane (patch provided by Matt Kline, aka slavik262)
  • ParticleFadeOutAffector::setFadeOutTime can no longer be set to invalid values
  • ParticleFadeOutAffector uses now throughout u32 for fadeOutTime (found by greenya)
  • Add missing access function CParticleSystemSceneNode::getAffectors() (seen by B@z)
  • Add missing setters/getters for particle emitters (seen by B@z)
  • Compile-defines can now be disabled from Makefiles/Projectfiles instead of having to change IrrCompileConfig.h each time.
  • IGUITabControl::setActiveTab should only take IGUITab* and not IGUIElement* (thx to greenya for finding)
  • Add new skin-colors: EGDC_GRAY_WINDOW_SYMBOL, EGDC_EDITABLE, EGDC_GRAY_EDITABLE, EGDC_FOCUSED_EDITABLE
  • Disabled state is now extended to sub-elements
  • Make disabled state for several elements more visible
  • Bugfix: Icons in tabcontrol get now affected immediately by skin-changes
  • Proper cleanup if visual not created
  • XML reader bugfix
  • Disable mipmaps in 2d mode everywhere
  • Add xml example written by Yoran Bosman.
  • Fix cursor cleanup under Linux when using multiple devices
  • Fix collada parser
  • Fix MRT reset under D3D
  • Add a generic attribute interface for querying video driver attributes which are not necessarily of type bool. This interface allows to check certain supported features, such as the number of user clip planes, supported lights and textures, MRTs, and other things. The interface might change in the future, but it's fully functional already. The supported attributes are listed in the API docs of the function:
  • The following names can be queried for the given types:
  • MaxTextures (int) The maximum number of simultaneous textures supported by the driver. This can be less than the supported number of textures of the driver. Use _IRR_MATERIAL_MAX_TEXTURES_ to adapt the number.
  • MaxSupportedTextures (int) The maximum number of simultaneous textures supported by the fixed function pipeline of the (hw) driver. The actual supported number of textures supported by the engine can be lower.
  • MaxLights (int) Number of hardware lights supported in the fixed function pipieline of the driver, typically 6-8. Use light manager or deferred shading for more.
  • MaxAnisotropy (int) Number of anisotropy levels supported for filtering. At least 1, max is typically at 16 or 32.
  • MaxUserClipPlanes (int) Number of additional clip planes, which can be set by the user via dedicated driver methods.
  • MaxAuxBuffers (int) Special render buffers, which are currently not really usable inside Irrlicht. Only supported by OpenGL
  • MaxMultipleRenderTargets (int) Number of render targets which can be bound simultaneously. Rendering to MRTs is done via shaders.
  • MaxIndices (int) Number of indices which can be used in one render call (i.e. one mesh buffer).
  • MaxTextureSize (int) Dimension that a texture may have, both in width and height.
  • MaxGeometryVerticesOut (int) Number of vertices the geometry shader can output in one pass. Only OpenGL so far.
  • MaxTextureLODBias (float) Maximum value for LOD bias. Is usually at around 16, but can be lower on some systems.
  • Version (int) Version of the driver. Should be Major*100+Minor
  • ShaderLanguageVersion (int) Version of the high level shader language. Should be Major*100+Minor.
  • Fix getRotationDegrees
  • Add creation parameter which allows to disable highres timers on Windows upon device creation.
  • Several transparency setup bugs fixed. Now, alpha_vertex_blend uses proper alpha blending instead of a mixed add/alpha blending.
  • Added a method to get real time and date in a human readable struct
  • Fix add folder archives method to support files without trailing slashes.
  • fix transparent_reflection_2_layers
  • Add support for MSVC 2010
  • Fix "unsupported format" warning on RTT usage
  • Add IGUIElement::bringToBack (patch written by DtD, although I'm to blame for the function-name)
  • BurningVideo:
  • add Normalmap Rendering (one light only), pushed Burningvideo to 0.46
  • add Stencil Shadow Rendering (one color only and 32 bit only),
  • pushed Burningvideo to 0.47
  • internal vertexformat changed
  • changed fixpoint from 9 to 10 bit fract resolution
  • renamed createBurningVideoDriver to createBurningVideoDriver and uses SIrrlichtCreationParameters like opengl
  • internal interfaces for the trianglerenders unified.
  • Example 11, changed the light billboards to use the light color.
  • allow to disable the bump/parallax on the earth like in the room ( with transparency )
  • added DDS Image files, DXT2, DXT3, DXT4, DXT5, based on code from nvidia and Randy Reddig
  • added Halflife 1 Model Loader (based on code by Fabio Concas)
  • Halflife 1.1.0.8, Counter-Strike 1.6 working
  • Load all Textures ( can even optimize it to texture atlas ), all bone animation, all submodels.
  • But to make use of the values (named animation, mouth animation)
  • the Interface for IAnimatedMeshSceneNode has to be redone.

New in Irrlicht Engine 1.7.4 (Nov 28, 2013)

  • fixed getDepthFunction in IQ3Shader which always returned ECFN_EQUAL due to missing break
  • STL loader improved to handle arbitrary file starts
  • Compiler problem with gcc4.6 and big endian systems fixed
  • Change include order to get example 21 compiling on MinGW.
  • Irrlicht.dll has correct name now again (was named libIrrlicht.dll in c::b).
  • Fix linker path in example 16 for C::B project file (linker path was in include path section).
  • Link with opengl32 and gdi32 in Example 14 in C::B.
  • Remove --no-export-all-symbols which got recently added to the windows build as that flag is not known by gcc on Windows.
  • Fix bug in example 23 where Width and Height got mixed up.
  • Fix for R5G6B5 converter
  • Fix conversion warning under mingw, found by Randajad
  • Set EMF_NORMALIZE_NORMALS correct for syndey model in Demo
  • SceneNodeAnimatorFlyCircle fixes serialization of RadiusEllipsoid (was writing Radius).

New in Irrlicht Engine 1.7.3 (Mar 19, 2012)

  • GUIEditor attributes have now scrollbar to be editable
  • Remove warning when compiling line2d::intersectWith with other types than f32.
  • Document that triangle3d::isPointInside should not be used with int's.
  • triangle3d::isPointInsideFast handles 'on-border' cases now consistently.
  • Some more editbox fixes
  • Harden Linux joystick usage, in case the driver returns illegal values
  • Bugfix: vector2d.normalize() and vector3d.normalize() had returned wrong results with very short vectors since Irrlicht 1.5. Thanks to Willem Swart for Bugreport + testcase.
  • Unknown keymappings now use the X11 keycode instead of 0 to make such keys at least usable in games.
  • KeyMapping for KeyInput.Key on X11 ignores states like shift&ctrl now like on Windows.
  • Additional keymappings for X11 (tested with german and us keyboards which seem to work now in all cases).
  • Fix crash in multiline editbox when pasting several lines into it on Windows.
  • example 09.Meshviewer no longer catches keys while a modal dialog is open
  • Fix SSharedMeshBuffer
  • Fix right handed ortho matrix
  • editbox no longer displays cursor when disabled
  • editbox autoscrolling now at least works good enough to actually show the text which the user is typing in.
  • editbox no longer moves text into next line when it fails wrapping creating senseless empty lines which mess up scrolling.
  • Fix crash in editbox when scrolling up with empty first lines caused by textwrapping.
  • Fix endianess conversions
  • Changes to isPointInside
  • Fix focus problem when removing an unfocused modal dialog reported by Reiko here: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=44358
  • Fix md2 normals problem again
  • Add integer template specialization for vector3d::getSphericalCoordinateAngles which rounds angles to nearest integer now.
  • Recalculate FrameRect and ScrollPos in CGUIEditBox when AbsoluteRect gets changed (thx @ serengeor for report + testcase)
  • Fix crash in editbox
  • Fix 'k' in bigfont.png (thx @ Scrappi for reporting)
  • fix serialization for CBillboardSceneNode, it had missed 2 color (thx for finding + patch from pc0de)
  • EMIE_MOUSE_WHEEL messages now handled correctly in several gui-element when wheel isn't just 1.0 or -1.0 (thx @ Reiko for reporting)
  • Fix problems in Textwrapping in CGUIStaticText. Did use wrong size and did ignore last word of the text (thx @ Reiko for bugreport)
  • Fix crash in collada (.dae) loading
  • Fix bug handling in case RTT is not properly created
  • Fix SColorf interpolation
  • Fix memory-leaks in example 22 MaterialViewer
  • Fix array::erase which did destroy objects more than once when used with a range (thx @ RedDragCZ for reporting + testcase).
  • Copy now all membervariables for CCameraSceneNode when cloning.
  • ICameraSceneNode::IsOrthogonal is correctly serialized and cloned now.
  • CGUIScrollBar passes unused mousemove-events now to parent element. Fixes focus-bug in ComboBox reported by REDDemon here: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=43474&highlight=
  • Fix getAngle and getAngleWith
  • Fix clipping in CGUITabControl
  • Fix clipping in CGUITable, reported by ceyron
  • Skip bone weights and additional information in ms3d file if no joint was defined before.
  • Fix mem leak in CImage, found by mloren.
  • Fix tga writing, reported by xirtamatrix
  • Tab-positions care now about the borders correctly
  • TabControl now respositions it's tabs when setTabVerticalAlignment is changed (thx @ ceyron for reporting+testcase)
  • CGUIModalScreen now no longer takes focus itself, but tries to give it first child when possible to fix modal windows losing focus all the time
  • Modal screens no longer blinks when gui-elements call removeFocus on themself (thx @ yaten for reporting+testcase)
  • Fix crash in multiline-editbox when selecting with mouse (thx @ ceyron for reporting and testcase)
  • Fix render context creation for OpenGL under Windows.
  • Fix the reset problem of d3d9 driver in combination with hardware buffers.
  • Fix .x loader in case of unused vertices.
  • Avoid empty line in texts with very large words. Text wrapping would introduce an empty line in earlier versions.
  • Add a new attribute which assigns hw mapping hint to the whole Mesh.
  • Allow creation of water scene node without mesh.
  • Fix regeneration of skydome.
  • Fix scene node type and factory support for volume light
  • Q3 maps no longer crash when faces try accessing lightmaps which are not mentioned to be loaded in the file.
  • Fix crash on null-readfile in texture loading
  • Get particles saved before 1.7.2 (for example in irrEdit) working again (thx to smashly for problem reporting)
  • Fix IGUIScrollBar setMax and setMin which had been restricted wrongly (reported by REDDemon)
  • Fix CNullDriver::createImage - Creating the image from a texture-rectangle which doesn't start at 0,0 works now again (thx @ ceyron for bugreport+testcase)
  • Menu no longer sets highlight state when clicking disabled menu-item (reported by Mloren)
  • Treeview can now be disabled

New in Irrlicht Engine 1.7.2 (Mar 19, 2012)

  • Fix in d3d9 driver, which caused a crash when device creation failed. Bug found and fixed by Kostya
  • Fix a wrong access to Value instead of ValueW. Found and fixed by vroad.
  • Fix line loop rendering in d3d drivers. Fix submitted by tonic.
  • Fix tar recognition in tar reader.
  • Fix blend mode setup in OpenGL driver, when using the material2d override, as pointed out by Auria
  • Avoid crash due to tcoords2 handling. Might need some more fixing to work correctly.
  • Fix 2d line intersections. Has had problems with consecutive, but non-overlapping line segments and with overlapping line segments.
  • Fix image creation from texture, found by dataslayer
  • Fix crashes when taking Screenhots for DirectX in Windowed mode (thx to agamemnus for reporting)
  • StaticText does now serialize the background color
  • Fix gui-elements which didn't care when skin-colors changed. That made it impossible to make the gui slowly transparent (thx to PI for reporting).
  • Note that it couldn't be completely fixed for the SpinBox without breaking the interface, so for that element you have to enforce this by calling for example element->setValue(element->getValue()) once.
  • Fix CXMLReaderImpl::getAttributeValueAsInt which returned wrong values with large integers (thx to squisher for finding)
  • Fix compile problem in swap when using irrlicht in combination with stl (backport from trunk r3281)
  • Add EGET_TREEVIEW_NODE_COLLAPSE and deprecate EGET_TREEVIEW_NODE_COLLAPS (found by greenya)
  • Fix serialization in CParticleSystemSceneNode (found by B@z)
  • Prevent crash in BillboardTextSceneNode when a custom font is used. Found and fixed by Nalin (bugtracker id: 3020487)
  • Fix problem in animation system that currentFrame got messed up after long pauses (especially when not starting at frame 0).
  • See forum thread (http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=210537#210537) and bug id 2898876.
  • Also remove BeginFrameTime in CAnimatedMeshSceneNode as it hasn't been used anymore since some time.
  • Add framerate and current frame information for animations in example 09 and do some minor cleanup.
  • Added another test for xml-reader.
  • Fix serialization in several particle emitters and affectors (thx to Ion Dune for reporting).
  • Fix compile-error on VS for vector2d::getAngleTrig when used with integers. (thx to greenya for reporting)
  • Fix bug in dimension2d::getInterpolated that caused wrong results when used with integers as template parameter. (thx to Greenya for noticing a warning which made me look over this code).
  • Remove 2 minor memory leaks in meshloaders (found by tool cppcheck-1.43)
  • reduce file dependencies for IGUIEventReceiver.h (thx ngc92)
  • Initialize GUIEvent.Element in several places (found by greenya)
  • Add EGDS_MESSAGE_BOX_MAX_TEXT_WIDTH and deprecated EGDS_MESSAGE_BOX_MAX_TEST_WIDTH (thx to greenya for reporting).
  • Fix colors in irr files.
  • Fix several places where "used" in core::string was used wrongly preventing some memory corruption
  • Remove additional slash in pathnames in X-Loader
  • Fix crash in CGUIListBox when environment was cleared on events
  • Bugfix: Clear up depth-textures which could not be attached in OpenGL to prevent crashes.
  • Fix arrowMesh boundingbox.
  • Fix rounding problem in getInterpolated in the color classes
  • Scrollbar in GUIListbox now uses default id -1 instead of 0
  • Fix octree clipping issues.
  • Fix obj loader.
  • clone function fixes.
  • Fix tooltips.
  • Fix Ogre parser.

New in Irrlicht Engine 1.7.1 (Mar 19, 2012)

  • Fix octree with frustum+parent checks enabled (didn't clip at all before). Now using plane-checks instead of edge-checks for frustum-box intersection.
  • Prevent that X11 selects larger resolutions in fullscreen even when perfect fits are available.
  • Ignore setResizable also on X11 when we're fullscreen to avoid messing up the window mode.
  • Work around a crash when pressing ESC after closing a Messagebox (found by Acki)
  • Prevent borland compile warnings in SColorHSL::FromRGB and in SVertexColorThresholdManipulator (found by mdeininger)
  • Improve Windows version detection rules (Patch from brferreira)
  • Make it compile on Borland compilers (thx to mdeininger)
  • Make sure that CAnimatedMeshSceneNode::clone calls the virtual updateAbsolutePosition for the new object
  • Fix that clones got dropped too often when SceneNodes without parent got cloned (found by Ulf)
  • Make sure TAB is still recognized on X11 when shift+tab is pressed. This does also fix going to the previous tabstop on X11.
  • Send EGET_ELEMENT_LEFT also when there won't be a new hovered element
  • Update docs for EGET_ELEMENT_LEFT and EGET_ELEMENT_HOVERED
  • Fix tooltips: Remove them when the element is hidden or removed (thx to seven for finding)
  • Fix tooltips: Make (more) sure they don't get confused by gui-subelements
  • Fix tooltips: Get faster relaunch times working
  • Fix tooltips: Make sure hovered element is never the tooltip itself
  • Fix string::remove which got in an endless loop when remove was called with an empty string (found and fixed by Ulf)
  • Correctly release the GLSL shaders
  • Make sure we only release an X11 atom when it was actually created
  • Fix aabbox collision test, which not only broke the collision test routines, but also frustum culling, octree tests, etc.
  • Fix compilation problem under OSX due to wrong glProgramParameteri usage
  • mem leak in OBJ loader fixed
  • Removed some default parameters to reduce ambigious situations

New in Irrlicht Engine 1.7 (Mar 19, 2012)

  • Implement minimize and deminimize under OSX.
  • Define sorting order for vector2d and vector3d in operators = to fix bugs 2783509 and 2783510. Operators order now by X,Y,Z and use float tolerances.
  • Ogre mesh 32bit indices fixed.
  • Fix tooltips for gui-elements with sub-element like IGUISpinBox (id: 2927079, found by ArakisTheKitsune)
  • ITimer no longer stops when started twice
  • wchar_t filesystem updates under Windows.
  • Joystick POV fixed under Windows, ids fixed under OSX.
  • Some updates to skinned mesh for better bones support and scaling animations.
  • OSX supports external window id in creation parameters now.
  • Fix bbox collision tests.
  • Updates for win32 key handling
  • new convenience method for flat plane creation.
  • Sky dome and other meshes use VBOs by default now.
  • Speed up b3d loading for files with many frames, material color flags and vertex color support enhanced.
  • Add hasType to IGUIElement as a dynamic_cast substitute.
  • Add another parameter to IGUISkin::draw3DWindowBackground to allow getting the client area without actually drawing
  • Add function getClientRect to IGUIWindow for getting the draw-able area
  • Fix bug that menus on IGUIWindows with titlebar got drawn too high (id: 2714400)
  • Renamed OctTree to Octree
  • Allow getting a ConstIterator from a non-const core:list
  • Add swap functions to irrMath and to the core classes.
  • Deprecate map::isEmpty() and replace it with map::empty() to make it similar to other base classes.
  • Allow to set the logging level already in SIrrlichtCreationParameters.
  • Add clearSystemMessages to devices (implemented only for Linux and Win32 so far).
  • Support changing the render window from beginScene also with OpenGL driver.
  • Add getMaterial2D which allows to alter the 2d render state settings, such as filtering, anti-aliasing, thickness, etc.
  • Fix incorrect cursorpos for resizable windows on Windows Vista (found and patched by buffer)
  • Change the beginScene window parameter from void* to SExposedVideoData&. This will allow to manage contexts for OpenGL at some point.
  • Add bzip2 and LZMA decompression modes for zip loader.
  • Add OBJ_TEXTURE_PATH and B3D_TEXTURE_PATH to SceneParameters to allow setting texture-paths for obj and b3d.
  • Irrlicht keeps now filenames additionally to the internally used names, thereby fixing some problems with uppercase-filenames on Linux.
  • Bugfix: Mousewheel no longer sends EMIE_MOUSE_WHEEL messages twice on Linux.
  • Use latest jpeglib
  • refactoring: E_ATTRIBUTE_TYPE and IAttribute have now own headers
  • CStringWArrayAttribute speedup
  • SceneNodeAnimatorFollowSpline can now loop and pingpong
  • Meshviewer.example got some fast-scale buttons.
  • Support AES-encrypted zip files. Should work with 128, 196, and 256 bit AES. This addition also adds a new PRNG, SHA, and other algorithms to the engine, though no interface is yet added for them. The implementation of the encryption algorithms is provided by Dr Brian Gladman.
  • flattenFilename and getAbsolutePath fixed and properly added at several places.
  • Added geometry shaders for OpenGL. A first version of the code was submitted by Matthew Kielan (devsh).
  • Bugfix: irrArray should no longer crash when using other allocators.
  • Add MaterialViewer example.
  • Texture activation now back in setMaterial, which simplifies writing external material renderers (OpenGL only).
  • Checkbox uses now disabled text color when disabled.
  • Changed colors for window-title caption to keep them readable when not active.
  • Draw sub-menus to left side if they would be outside main-window otherwise.
  • Give ListBox better defaults for the ScrollBar stepsizes.
  • Double and triple click events now for each mouse-button. Old events for that got removed.
  • Fix adding archives twice, which caused multiple archives of the same name and type covering each other. This one required a texture name change from using backslashes to slashes under Windows.
  • Give access to texture mipmaps. You can provide custom mipmap textures upon generation, regeneration, and locking.
  • Make sure the provided data is large enough and covers all miplevels. Also the returned pointer (from lock) will only cover the smaller data of the mipmap level dimension chosen (level 0 is the original texture).
  • Separate TextureWrap mode into U and V fields
  • Add mirror texture wrap modes
  • windows show now active/inactive state
  • remove unneeded drop/grab calls found by manik_sheeri
  • fix rounding problem in IGUIElements which have EGUIA_SCALE alignments.
  • MessageBox supports now automatic resizing and images.
  • Deprecated EGDS_MESSAGE_BOX_WIDTH and EGDS_MESSAGE_BOX_HEIGHT
  • Let maya-cam animator react on a setTarget call to the camera which happened outside it's own control
  • New contextmenue features:
  • automatic checking for checked flag.
  • close handling now customizable
  • serialization can handle incomplete xml's
  • setEventParent now in public interface
  • New function findItemWithCommandId
  • New function insertItem
  • new vector3d::getSphericalCoordinateAngles method.
  • new triangle3d::isTotalOutsideBox method.
  • Newly introduced VertexManipulator interface. This allows for very easy creation of vertex manipulation algorithms. Several manipulators, e.g. vertex color changer and transformation algorithms are already available.
  • createMeshWith1TCoords avoids vertex duplication
  • getRotation now handles matrices with scaling as well
  • Ogre format animations now supported.
  • irrArray: Fixed issues with push_front and reallocation
  • Changed behavior for set_pointer and clear, when free_when_destroyed is false
  • NPK (Nebula device archive) reader added, it's an uncompressed PAK-like format
  • SSkinMeshBuffer::MoveTo* methods renamed to convertTo*
  • Multiple Render Target (MRT) support added, including some enhanced blend features where supported
  • Directory changing fixed for virtual file systems (Archives etc)
  • Fix texture matrix init in scene manager and driver
  • More draw2dimage support in software drivers
  • Sphere node now properly chooses a good tesselation based on the parameters
  • Active camera not registered twice anymore
  • Parallax/normal map shader rotation bug under OpenGL fixed
  • bump map handling for obj files fixed
  • Fog serialization added
  • New context menu features added
  • Bounding Box updates for skinned meshes fixed
  • The current FPS for an animated scene node can be queried now, added some variables to serialization
  • Scrollbars fixed
  • Fixed 2d vertex primitive method to correctly handle transparency
  • Fullscreen handling has been enhanced for Windows, now proper resolution is restored on Alt-Tab etc.
  • Cameras can now be added to the scene node without automatically activating them
  • Clone method added
  • New video driver method getMaxTextureSize
  • PAK archive reader fixed
  • TRANSPARENT_ALPHA_CHANNEL_REF uses modulate to enable lighting
  • LIGHTMAP_ADD now always uses add operator
  • Some Unicode file system fixes
  • destructor of irrString not virtual anymore, please don't derive from irrString
  • Some new methods added, for searching and splitting
  • Assignment operator optimized
  • new lightness method for SColor
  • draw3DTriangle now renders filled polygons, old behavior can be achieved by setting EMT_WIREFRAME

New in Irrlicht Engine 1.6.1 (Mar 19, 2012)

  • Fix pingpong for CSceneNodeAnimatorFlyStraight (found by gbox)
  • Fix bug with IGUIEditBox where the cursor position is reset on text change.
  • Make sure the window top-left corner on Windows is not negative on start so that Windows sytem-menu is always visible.
  • Fix problem that the window did sometimes not get the keyboard focus in X11 in fullscreen. Add more debug output in case focus grabbing goes wrong.
  • Fix screensize in videodriver when we didn't get the requested window size. This also prevents that gui-clicks are no longer synchronized with gui-drawing and elements can't be hit anymore.
  • Bugfix: Prevent a crash when getTypeName was called for the guienvironment. EGUIET_ELEMENT got changed for this.
  • Bugfix: Horizontal centered font with linebreaks draw now all lines. For example multiline TextSceneNodes work again.
  • Bugfix: spinbox can no longer get in an endless loop due to floating point rounding error (found by slavik262)
  • API change!! Disabled AntiAliasing of Lines in material default
  • Please enable this manually per material when sure that it won't lead to SW rendering.
  • IGUIComboBox: clicking on the statictext displaying the active selection does now close and open listbox correctly. (Bug found by Reiko)
  • Scrollbuttons in IGUITabControl adapt now to tab-height.
  • Fix texturing of cylinder mesh
  • Fix modal dialog position (found by LoneBoco: http://sourceforge.net/tracker/?func=detail&aid=2900266&group_id=74339&atid=540676)
  • Fix DMF loading
  • Fixing left+right special keys (ctrl, shift, alt) on Win32 (thanks to pc0de for good patch-ideas).
  • Make stringarrays for enums in IGUISkin a little safer
  • Add support for keys KEY_PRINT, KEY_HOME (on numpad) and KEY_NUMLOCK on Linux.
  • Fix material handling in createMeshWith1TCoords
  • Fix another (OldValue == NewValue) before drop()/grap(), this time in CTextureAttribute::setTexture.
  • Fix LIGHTMAP_LIGHTING for D3D drivers.
  • AntiAliasing disabled for debug render elements.
  • Bugfix: CGUIToolBar::addButton does no longer mess up when no image is set and does now actually work with the text.
  • Fix ninja animation range which got messed up a little when b3d animations got fixed (thx gbox for finding)

New in Irrlicht Engine 1.6 (Mar 19, 2012)

  • Added IFileSystem::createEmptyFileList, exposed IFileList::sort, addItem and added getID
  • Fix MAKE_IRR_ID so it can be used from outside the irr namespace (Micha's patch)
  • Renamed some methods in ISkinnedMesh to match the official Irrlicht naming scheme according to createXXX()
  • Change debug data to draw using lines instead of arrows, which is much faster. Patch by pc0de
  • Fix a bug with FPS camera animator causing stutters. Patch by FuzzYspo0N
  • Fix scrolling controls in CGUITabControl
  • Fix a bug when getting optimal texture size in D3D drivers, by Jetro Lauha (tonic)
  • Added EGDS_TITLEBARTEXT_DISTANCE_X and EGDS_TITLEBARTEXT_DISTANCE_Y to GUI, submitted by FuzzYspo0N
  • Fix for UFT8 filenames displayed in file dialog, patch by MadHyde.
  • Added const method for array::binary_search, potentially slow as it doesn't sort the list!
  • Add support for scaling button images.
  • Irrlicht can now come with multiple device types compiled in, the device to use is selected by SIrrlichtCreationParameters.DeviceType. This defaults to EIDT_BEST which automatically select the best device available starting with native, then X11, SDL and finally the console.
  • Added support for EXP2 fog distribution. This required a change in the setFog parameters where now an enum value instead of the bool linear is given.
  • IFileSystem changes:
  • Renamed the following functions-
  • IFileArchive::getArchiveType to getType
  • IFileSystem::registerFileArchive to addFileArchive
  • IFileSystem::unregisterFileArchive to removeFileArchive
  • IFileArchive::openFile to createAndOpenFile
  • New enum, E_FILE_ARCHIVE_TYPE. getType on IArchiveLoader and IFileArchive now both return this.
  • IFileSystem::addFileArchive takes a parameter to specify the archive type rather always using the file extension. IFileSystem::addZipFileArchive, addFolderFileArchive and addPakFileArchive now use this but these functions are now marked as deprecated. Users should now use addFileArchive instead.
  • Added TAR archive loader.
  • The ZIP archive loader can now load gzip files, combined with the TAR loader this means Irrlicht now has native support for .tar.gz
  • Currently this must be done in two calls, for example:
  • fileSystem->addFileArchive("path/to/myArchive.tar.gz");
  • fileSystem->addFileArchive("myArchive.tar");
  • Fix highlighting in IGUIEditBox where kerning pairs are used in the font. For example in future italic, OS or other custom fonts.
  • IOSOperator::getTextFromClipboard returns now const c8* instead of c8*
  • Support for copy&paste on linux (X11) added (fixing bug 2804014 found by Pan)
  • bugfix for 2795321 found by egrath: Don't rely anymore on broken XkbSetDetectableAutoRepeat.
  • bugfix: CMountPointReader::openFile no longer returns true for empty files. Corresponding test added.
  • Direct3D now also uses screen coordinates in 2d mode, just like OpenGL. This means that screen coords are going from 0..ScreenWidth and 0..ScreenHeight instead of -1..1.
  • ALT+F4 keypress now closes Windows SDL device
  • Allow Direct3D drivers in SDL, patch by Halifax
  • Added compiler error when attempting to compile with VC6.
  • Use setWindowTextA in Windows device for WIN64 platform, posted by veegun
  • ELL_ERROR log events are now created when shaders fail to compile or link, reported by Halan
  • irrList now uses irrAllocator, fixed by Nox
  • Added IGUIWindow::setDraggable and IGUIWindow::isDraggable, by Nox
  • Added SGI RGB file reader by Gary Conway, for loading Silicon Graphics .rgb, .rgba, .sgi, .int and .inta textures
  • Renamed setResizeAble to setResizable
  • Added new device method minimizeWindow which minimizes the window (just as if the minimize button has been clicked).
  • SkyDome is now serialized correctly
  • Added PLY mesh reader and writer
  • Ensure ListBox on combo box doesn't hang off the bottom of the GUI root, by Matthias Specht
  • Made IGUIElements recalculate clipping rectangle after setNotClipped, reported by Aelis440
  • Bug fix for the combo box where it showed white text instead of skin colour before being focused, fix posted by drewbacca
  • EGDS_MESSAGE_BOX_HEIGHT is now honoured, bug reported by Spkka
  • Fixed a bug in the edit box where events are sometimes sent to a null parent, reported by Sudi.
  • Coordinate system fix for OpenGL in SDL device
  • Added generic console device. You can now use Irrlicht to create and manipuate graphics on a shell where no graphics hardware
  • or windowing system is available. To enable it uncomment #define _IRR_USE_CONSOLE_DEVICE_ in IrrCompileConfig.h
  • The console device can now present images from the software drivers and display them as ASCII art in the console
  • By default it replaces the default font in the skin, to prevent fonts from being huge.
  • Fixed problems with changing cursor visibility while mouse is pressed on windows
  • Allow control of background drawing in listbox
  • Allow control of drawing background and titlebar in windows
  • Improved window serialization
  • Add mouse events EMIE_MOUSE_DOUBLE_CLICK and EMIE_MOUSE_TRIPLE_CLICK (thx to Ulf for patch proposal)
  • Set "ButtonStates" for mouse events also on Linux (was only for Windows formerly)
  • Add Shift+Control states to mouse event
  • bugfix (2003238): serialize modal screens
  • allow stacking modal screens
  • allowing hiding modals
  • replace many IsVisible checks with virtual isVisible() checks in IGUIElement
  • bugfix: reset selected row when clearing CGUITable
  • adding events EGET_EDITBOX_CHANGED and EGET_EDITBOX_MARKING_CHANGED
  • prevent editbox from recalculating its textbreaking each frame
  • let spinbox react on each textchange without waiting for enter to prevent getting value changes without corresponding EGET_SPINBOX_CHANGED events.
  • new test for zipreader
  • prevent dropping objects accidentally in many set functions
  • Reversed change in vector3d::normalize.
  • Works now again as documented and a corresponding test has been added.
  • Does fix bug 2770709 (https://sourceforge.net/tracker/?func=detail&aid=2770709&group_id=74339&atid=540676)
  • Animations can now be paused by setting the fps to 0.
  • Avoid fp-precision problem in getPickedNodeBB (see also http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=33838&highlight=).
  • This change might also fix the problem with picking nodes found by aanderse (http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=32890&highlight=)
  • implemented isALoadableFileFormat ( File *file ) for the Archive Loader
  • PixelBlend16 and PixelBlend16_simd are working for the new rules.
  • bugfix. CLightSceneNode didn't correctly update it's attributes
  • vector template and equals tests
  • also set the equal test for s32 to behave like the f32 routine.
  • The function equals always implements a weak test.
  • that means a tolerance MUST always be used if you use the equal function. default is 1.
  • VideoDriver drawPixel
  • The HW renderes are using the alpha components for blending.
  • The Software Renderes and image loaders are using CImage::setPixel copy.
  • so setPixel is engaged to either blends or copy the pixel
  • default: false
  • Burningvideo
  • added RenderMaterial EMT_SPHERE_MAP
  • pushed burningsvideo to 0.43
  • added RenderMaterial EMT_REFLECTION_2_LAYER
  • pushed burningsvideo to 0.44
  • set EMT_TRANSPARENT_ALPHA_CHANNEL_REF
  • to use AlphaRef 0.5 like Direct3D
  • One Note: in OpenGL there is know difference between sphere_map and reflection layer
  • both using GL_TEXTURE_GEN_MODE GL_SPHERE_MAP, whereas in d3d one time using camera_normal
  • on sphere and reflection on refletcion_layer.
  • The visual difference is that on sphere map the "image is not moving" when you rotate the
  • viewer. For Burning i took the opengl visual. always moving
  • rename quake3 SEntity to IEntity to be confom with IShader
  • fixed createMeshWith2TCoords, normals were missing during copy.
  • added
  • //! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
  • IMesh* CMeshManipulator::createMeshWith1TCoords(IMesh* mesh) const
  • added io::IFileSystem* CSceneManager::getFileSystem()
  • added virtual const c8* ISceneManager::getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type);
  • added CSceneNodeAnimatorFlyCircle::radiusEllipsoid.
  • if radiusEllipsoid == 0 the default circle animation is done
  • else radiusEllipsoid forms the b-axe of the ellipsoid.
  • > gummiball bouncing
  • added ISceneManager::createFlyStraightAnimator variable bool ping-pong
  • used in loop mode to device if start from beginning ( default ) or make ping-pong
  • > straight bouncing
  • changed IFileSystem::registerFileArchive
  • remove the index of the hierarchy and added a new interface method
  • //! move the hirarchy of the filesystem. moves sourceIndex relative up or down
  • virtual bool moveFileArchive( u32 sourceIndex, s32 relative ) = 0;
  • bugfix and changes in SViewFrustum::SViewFrustum
  • wrong size of Matrices copy.
  • renamed E_TRANSFORMATION_STATE_2 to E_TRANSFORMATION_STATE_FRUSTUM
  • therefore also changed SViewFrustum::setTransformState to not tap
  • in the pitfall again of wrong memory...
  • moved
  • //! EMT_ONETEXTURE_BLEND: has BlendFactor Alphablending
  • inline bool textureBlendFunc_hasAlpha ( E_BLEND_FACTOR factor ) const
  • from the material renderes ( 3x declared ) to SMaterial.h
  • updated managed light example to use standard driver selection
  • BurningsVideo
  • LightModel reworked.
  • Point Light & Direction Light works for Diffuse Color as expected
  • Specular and Fog still have problems ( needs new pixel shader )
  • pushed burningsvideo to 0.42 for this major step
  • removed obsolete matrix transformations
  • renamed E_TRANSFORMATION_STATE_2 to E_TRANSFORMATION_STATE_BURNING
  • cleaned line3d.h vector3d.h template behavior.
  • many mixed f32/f64 implementations are here. i'm not sure if this should be
  • the default behavior to use f64 for example for 1.0/x value, because they
  • benefit from more precisions, but in my point of view the user is responsible
  • of choosing a vector3d or vector3d.
  • added core::squareroot to irrmath.h
  • > for having candidates for faster math in the same file
  • added AllowZWriteOnTransparent from SceneManager to burningsvideo
  • added hasAlpha() to ITexture
  • This info can be used for e.q to downgrade a transparent alpha channel blit
  • to add if the texture has no alpha channel.
  • FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
  • The FileSystem is now build internally like for e.g. the image- and meshloaders.
  • There exists a known list of ArchiveLoaders, which know how to produce a Archive.
  • The Loaders and the Archives can be attached/detached on runtime.
  • The FileNames are now stored as core::string. where c16 is toggled between char/wchar
  • with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
  • Replaced most (const c8* filename) to string references.
  • Basically the FileSystem is divided into two regions. Native and Virtual.
  • Native means using the backend OS.
  • Virtual means only use currently attached IArchives.
  • Browsing
  • each FileSystem has it's own workdirectory and it's own methods to
  • create a FileTree
  • add/remove files & directory ( to be done )
  • Hint: store a savegame in a zip archive...
  • basic browsing for all archives is implemented.
  • Example 21. Quake3Explorer shows this
  • TODO:
  • a file filter should be implemented.
  • The IArchive should have a function to create a filetree
  • for now CFileList is used.
  • Class Hierarchy:
  • IArchiveLoader: is able to produce a IFileArchive
  • ZipLoader
  • PakLoader
  • MountPointReader ( formaly known as CUnzipReader )
  • IFileArchive:
  • ZipArchive
  • PakArchive
  • MountPoint (known as FolderFile)
  • IFileSystem
  • addArchiveLoader
  • changed implementation of isALoadableFileExtension in all loaders
  • to have consistent behavior
  • added a parameter to IFileList * createFileList
  • setFileListSystem
  • allows to query files in any of the game archives
  • standard behavior listtype = SYSTEM ( default)
  • CLimitReadFile
  • added multiple file random-access support.
  • solved problems with mixed compressed & uncompressed files in a zip
  • IrrlichtDevice
  • added:
  • virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
  • virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
  • and calculating methods to DeviceStub.
  • implemented in Win32, SDL, Linux TODO: other Devices
  • irrlicht.h
  • changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
  • to extern "C" name mangling.
  • ParticleSystem
  • removed the private (old?,wrong?) interface from the ParticleEffectors
  • to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
  • Generic
  • vector3d& normalize() optimized
  • added reciprocal_squareroot for f64
  • dimension2d
  • added operator dimension2d& operator=(const dimension2d& other)
  • to cast between different types
  • vector2d bugfix operator+=
  • C3DSMeshLoader renamed chunks const u16 to a enum
  • removing "variable declared but never used warning"
  • added a global const identity Material
  • changed all references *((video::SMaterial*)0) to point to IdentityMaterial
  • removed warning: "a NULL reference is not allowed"
  • modified IRRLICHT_MATH to not support reciprocal stuff
  • but to use faster float-to-int conversion.
  • core::matrix4
  • USE_MATRIX_TEST
  • i tried to optimize the identity-check ( w.r.t. performance)
  • i didn't succeed so well, so i made a define for the matrix isIdentity -check
  • for now it's sometimes faster to always calculate versus identity-check
  • but if there are a lot of scenenodes/ particles one can profit from the
  • fast_inverse matrix, when no scaling is used. further approvement could
  • be done on inverse for just translation! ( many static scenenodes are not rotated,
  • they are just placed somewhere in the world)
  • one thing to take in account is that sizeof(matrix) is 64 byte and
  • with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
  • added buildRotateFromTo
  • Builds a matrix that rotates from one vector to another
  • irr::array. changed allocating routine in push_back
  • added a new method setAllocStrategy,
  • safe ( used + 1 ), double ( used * 2 + 1)
  • better default strategies will be implemented
  • removed binary_search_const
  • i added it quite a long time ago, but it doesnt make real sense
  • a call to a sort method should happen always. i just wanted to safe
  • a few cycles..
  • added binary_search_multi
  • searches for a multi-set ( more than 1 entry in the sorted array)
  • returns start and end-index
  • changed some identity matrix settings to use core::IdentityMatrix
  • added deletePathFromFilename to generic string functions in coreutil.h and
  • removed from CZipReader and CPakReader
  • s32 deserializeAttributes used instead of virtual void deserializeAttributes in
  • ParticleSystem ( wrong virtual was used)
  • strings & Locale
  • started to add locale support
  • added verify to string
  • added some helper functions
  • XBOX
  • i have access to a XBOX development machine now. I started to compile
  • for the XBOX. Question: Who did the previous implementation?. There
  • is no XBOX-Device inhere. maybe it's forbidden because of using the offical
  • Microsoft XDK. I will implement a native or sdl device based on opendk.
  • irrlicht compiles without errors on the xbox but can't be used.
  • Windows Mobile
  • reworked a little. added the mobile example to the windows solution for
  • cross development.
  • added maximal 128x128 texture size for windows mobile ( memory issues )
  • Collision Speed Up
  • The Collision Speed Up greatly improves with many small static child-nodes
  • added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
  • modified createOctTreeTriangleSelector and createTriangleSelector
  • to allow node == 0, to be added to a meta selector
  • CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
  • on first update:
  • Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
  • The Animator applies the missing force... big problem...
  • changed to react on first update like camera.
  • add Variable FirstUpdate. if set to true ( on all changes )
  • then position, lasttime, and falling are initialized
  • added #define OCTTREE_USE_HARDWARE in Octree.h
  • if defined octtree uses internally a derived scene::MeshBuffer which has
  • the possibility to use the Hardware Vertex Buffer for static vertices and
  • dirty indices;-)
  • if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
  • so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
  • define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
  • virtual void ISceneNode::updateAbsolutePosition()
  • changed inline CMatrix4 CMatrix4::operator*(const CMatrix4& m2) const
  • changed inline bool CMatrix4::isIdentity() const
  • to look first on Translation, because this is the most challenging element
  • virtual core::matrix4 getRelativeTransformation() const
  • Hierarchy on Identity-Check
  • ) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
  • ) ->isIdentity () -> 16 floating point checks to be passed as Identity
  • inline void CMatrix4::transformBoxEx(core::aabbox3d& box) const
  • added isIdentity() check
  • changed CSceneNodeAnimatorCollisionResponse
  • added CSceneNodeAnimatorCollisionResponse::setGravity
  • needed to set the differents Forces for the Animator. for eq. water..
  • added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
  • added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
  • changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
  • TODO: set Gravity to Physically frame independent values..
  • current response uses an frame depdended acceleration vector.
  • ~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
  • may effect existing application..
  • SceneNodes
  • CSkyDomeSceneNode
  • moved radius ( default 1000 ) to constructor
  • added Normals
  • added DebugInfo
  • added Material.ZBuffer, added SceneManager
  • CVolumeLightSceneNode:
  • changed default blending OneTextureBlendgl_src_color gl_src_alpha to
  • EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
  • which gives the same effect on non-transparent-materials.
  • Following the unspoken guide-line, lowest effect as default
  • changed SceneNode Skydome from f64 to f32
  • AnimatedMesh Debug Data:
  • mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
  • Camera SceneNode setPosition
  • Camera now finally allow to change position and target and updates all
  • effected animators..
  • Device:
  • added the current mousebutton state to the Mouse Event
  • so i need to get the current mouse state from the OS
  • GUI
  • CGUIFont:
  • added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
  • define which characters should not be drawn ( send to driver) by the font.
  • default: setInvisibleCharacters ( L" " );
  • added MultiLine rendering
  • should avoid to us CStaticText breaking text in future
  • CGUIListBox
  • changed Scrollbar LargeStepSize to ItemHeight
  • which easy enables to scroll line by line
  • CGUIScrollBar
  • bug: event lost when moving outside the window
  • bug: Scrollbar notifyListBox notify when the scrollbar is clicked.
  • changed timed event in draw to OnPostRender
  • added GUI Image List from Reinhard Ostermeier, modified to work
  • FileOpenDialog
  • changed the static text for the filename to an edit box.
  • changed the interface for addEditBox to match with addStaticText
  • changed the interface for addSpinBox to match with addEditBox
  • added MouseWheel to Spinbox
  • changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
  • CGUISpritebank
  • removed some crashes with empty Sprite banks
  • IGUIScrollBar
  • added SetMin before min was always 0
  • changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
  • IComboBox: added ItemData
  • optimized IsVisible check in IGUIElement::draw
  • Image Loaders
  • added TGA file type 2 ( grayscale uncompressed )
  • added TGA file type (1) 8 Bit indexed color uncompressed
  • ColorConverter:
  • added convert_B8G8R8toA8R8G8B8
  • added convert_B8G8R8A8toA8R8G8B8
  • Media Files
  • added missing shaders and textures to map-20kdm2.
  • Taken from free implementation
  • ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
  • impact.wav clip-restoration, trim cross-zero
  • added gun.md2, gun.pcx to media-files
  • added new irrlicht logo irrlicht3.png
  • OctTree
  • added
  • define OCTTREE_PARENTTEST ( default: disabled )
  • used to leave-out children test if the parent passed a complete frustum.
  • plus: leaves out children test
  • minus: all edges have to be checked
  • added MeshBuffer Hardware Hint Vertex to octtree
  • CQuake3ShaderSceneNode:
  • removed function releaseMesh
  • Shader doesn't copy the original mesh anymore ( saving memory )
  • so therefore this (for others often misleading ) function was removed
  • changed constructor to take a (shared) destination meshbuffer for rendering
  • reducing vertex-memory to a half
  • don't copy the original vertices anymore
  • added deformvertexes autosprite
  • added deformvertexes move
  • added support for RTCW and Raven BSPs ( qmap2 )
  • added polygonoffset (TODO: not perfect)
  • added added nomipmaps
  • added rgbgen const
  • added alphagen
  • added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
  • added Quake3Explorer examples
  • added wave noise
  • added tcmod transform
  • added whiteimage
  • added collision to Quake3Explorer
  • renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
  • updated quake3:blendfunc
  • added crouch to Quake3Explorer
  • (modifying the ellipsiodRadius of the camera animator )
  • added crouch to CSceneNodeAnimatorCameraFPS
  • still problems with stand up and collision
  • Quake3MapLoader
  • modified memory allocation for faster loading
  • Quake3LoadParam
  • added Parameter to the Mesh-Loader
  • added
  • The still existing missing caulking of curved surfaces.
  • using round in the coordinates doesn't solve the problem.
  • but for the demo bsp mesh it solves the problem... (luck)
  • so for now it's switchable.
  • TJUNCTION_SOLVER_ROUND
  • default:off
  • BurningVideo
  • pushed BurningsVideo to 0.40
  • added blendfunc gl_one_minus_dst_alpha gl_one
  • added blendfunc gl_dst_color gl_zero
  • added blendfunc gl_dst_color src_alpha
  • modified AlphaChannel_Ref renderer to support alpha test lessequal
  • addded 32 Bit Index Buffer
  • added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
  • added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
  • Burning checks this flag and when set, it bypasses the power2 size check,
  • which is necessary on 3D but can be avoided on 2D.
  • used on fonts automatically.
  • added Support for Destination Alpha
  • Direct3D8
  • added 32 Bit Index Buffer
  • compile for XBOX
  • Direct3D9
  • fixed crash on RTT Textures DepthBuffer freed twice.
  • added deleteAllTextures to destructor
  • NullDriver
  • removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
  • ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay() allows selection by BB and triangle on a heirarchy of scene nodes.
  • Triangle selectors created from animated mesh scene nodes will update themselves as required to stay in sync with the node.
  • IVideoDriver has methods to enumerate the available image loaders and writers.
  • Octtree scene nodes are now IMeshSceneNodes rather than ISceneNodes, and so you can call getMesh() on them.
  • New scene parameter B3D_LOADER_IGNORE_MIPMAP_FLAG to ignore the often missing mipmap flag in b3d files. If this parameter is true, the old pre Irrlicht-1.5 behavior is restored.
  • Added Mipmap LOD Bias attribute to MaterialLayer.
  • Added ColorMask support to selectively disable color planes on rendering.
  • Added support for all available depth test functions.
  • Add an outNode to getCollisionPoint() that returns the scene node that was hit, as well as the triangle.
  • Initial support for Alpha To Coverage, needs some more fixing until it works on all supported platforms.
  • Added support for Anti-Aliasing modes per material
  • Added an ICollisionCallback to ISceneNodeAnimatorCollisionResponse, to inform the application that a collision has occured. Thanks to garrittg for this.
  • Added an startPosition parameter to createFlyCircleAnimator() to allow starting the animator at any position on the circle.
  • Many uses of dimension2d changed to dimension2d, including IImage, ITexture and screen dimensions. You will have to change (at least) createDevice() calls to use dimension2d
  • Added Doublebuffer flag to SIrrCreationParameters, for better finetuning
  • Added Stereo-Framebuffer support for professional OpenGL cards
  • Added IFileSystem::createMemoryWriteFile() to allow creation of an IWriteFile interface that uses an application supplied memory buffer.
  • Added an IVideoDriver::writeImageToFile() overload that can take an IWriteFile interface.
  • (Internal) Replaced CMemoryReadFile with CMemoryFile, that also implements an IWriteFile interface.
  • Added an optional light manager to the scene manager to allow the user application to turn lights on and off during scene rendering. This can be used to produce "zoned" lighting. See example 20.ManagedLights.
  • Added a method to flip the Y movement of the FPS camera.
  • The Anisotropy filter can now be set to the AF value per texture layer. So no forced MAX_ANISOTROPY anymore. .irr files will probably fail, though.
  • AntiAlias parameter in SIrrCreationParameters is now an u8 value specifying the multisampling level (0 for disabled, 4,6,8, and others for anti-aliasing)
  • D3D devices use DISCARD for windowed renderbuffers now, can be faster.
  • Changed behaviour of PixelBlend16() / PixelBlend16_simd() so that they treat the 1 bit alpha of the source pixel as boolean, i.e. they draw either the source pixel, or the destination pixel, rather than "blending". (Issue revealed by the fix to IVideoDriver::makeColorKeyTexture()).
  • IVideoDriver::makeColorKeyTexture() bug fixed so that only alphas, not whole texel colors, are zeroed. An optional parameter allows using the old (buggy) behaviour for backwards compatibility.
  • position2d is now a synonym for vector2d. position2d is therefore marked as deprecated, although it's unlikely to be removed.
  • ISceneNodeAnimator now has a hasFinished() method.
  • ISceneNodeAnimatorCollisionResponse exposes the target node. Setting the node again resets the last position, allowing the node to be teleported.
  • Add a hitPosition out parameter to ISceneCollisionManager::getCollisionResultPosition() - this is a (small) API breaking change.

New in Irrlicht Engine 1.5.2 (Mar 19, 2012)

  • Properly check boundaries in getFont and setFont.
  • Reinit values in the driver when scene manager is cleared.
  • Normals handling fixed in createMeshWithTangents, existing normals are not always destroyed now.
  • Fix terrain smoothing, bug found by loverlinfish
  • SOLARIS recognition removed. Please specify the platform define manually. This allows for compilation under sparc/Linux and sparc/Solaris
  • Some uninitialized variables fixed
  • FreeBSD joystick support added (for Debian package)
  • Fix cursor problems found by buffer and by rvl2 as described in http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=34823&highlight=
  • OSX/XCode updates
  • MS3D loader bug fixed
  • Float parse bug fixed

New in Irrlicht Engine 1.5.1 (Mar 19, 2012)

  • Make sure a missing font does not corrupt the skin.
  • Fix getAngle in vector2d as suggested by xray. This has only a minor impact on s32 vectors.
  • bugfix: CGUIFont::getCharacterFromPos regards now kerning (found by Arras)
  • Add support for range fog in some OpenGL versions.
  • Fix for shadow volume removal, submitted by vitek.
  • Avoid using X11 autorepeat to deal with broken X11 versions.
  • Speculars are properly exported into mtl files now, instead of corrupting them.
  • Binary type loading in attributes fixed.
  • bugfix: Use make_lower throughout for spritebank filenames (found and patched by Ion Dune)
  • STL loader fixed: Right-handedness corrected, normals and bboxes are correctly added now.
  • bugfix: CUnZipReader::openFile no longer returns true for empty files. Corresponding test added.
  • Big endian issues in .x loader fixed.
  • HSLColor methods repaired.
  • copyToScaling fixed.
  • Fixed problem with highlighting menus when mouse was outside sub-menu area.
  • bugfix (2796207): menu acted (wrongly) on left-click down instead of left-click up.
  • bswap16 fallback macro fixed
  • getBaseName fixed to work correct with dots in filenames.
  • static method isDriverSupported allows for simple check of available drivers.
  • Some defines added to check for the Irrlicht version of the library.
  • Make sure all renderstates are properly initialized
  • Wrong size for main depth buffer fixed.
  • Fix 3ds shininess to the allowed range.
  • Fix loading of Collada files from irrEdit 1.2
  • Remove texture pointers after texture clear.
  • WindowsCE pathnames fixed.
  • Some virtuals are now overridden as expected.
  • Incomplete FBOs are properly signalled now
  • Update to libpng 1.2.35, fixed issues on 64bit machines with system's libpng.
  • Fixed wrong grab/drop in setOverrideFont
  • Added draw2dRectOutline
  • rectf and recti added.
  • Fix ALPHA_CHANNEL_REF to a fixed check for alpha==127 as expected.
  • Fixed OSX device bug where screen size was not set in fullscreen mode.
  • cursor setVisible changed to be called less often.
  • OpenGL version calculation fixed.
  • OSX device now supports shift and ctrl keys.
  • Fixed ambient light issues in burningsvideo.
  • device reset for d3d fixed when using VBOs.
  • Fix dimension2d +=
  • MD2 mesh loader: Now uses much less memory, reduced number of allocations when loading meshes.
  • OpenGL render state (texture wrongly cached) fixed.
  • Fixed animator removal.
  • Checnged collision checks for children of invisible elements to also be ignored (as they're actually invisible due to inheritance).
  • Fix terrain to use 32bit only when necessary, make terrain use hw buffers. Heightmap loading and height calculation fixed. Visibility and LOD calculations updated.
  • Some mem leaks fixed
  • FPS camera resets the cursor better

New in Irrlicht Engine 1.5 (Mar 19, 2012)

  • Construction calls for FPS camera changed to take speed in units/milliseconds, just as the setSpeed method does.
  • Code::Blocks workspaces added. C::B projects (using gcc) now output to /lib/gcc and /bin/gcc, when built on either Windows or Linux.
  • Added a test suite in the /tests directory. This can be used to perform regression tests, and should be updated with new tests to verify fixes or validate new features.
  • Changed the preferred way of altering light node's radius: Use the new member methods of ILightSceneNode instead of directly modifying the SLight structure.
  • Changed the initial attenuation back to (0,1/radius,0). To override this value simply change the attenuation in the SLight (lightnode->getLightData().Attenuation.set(x,y,z))
  • Dirty fix for OSX device setResizable and a bug fix to do with resizing the device.
  • Terrain heightmap and texture were flipped in order to draw them as expected (looking onto the terrain from high above will just look like the actual texture/heightmap).
  • Significant internal change to the way that FPS camera jump speed and collision response animator gravity interact. The behaviour is now much more realistic, but it will require you to adjust your jump speed and gravity.
  • Skybox won't be culled anymore by nearplane or farplane.
  • BBoxes of animated meshes (skinned meshes) are updated again.
  • Lost devices (as found with D3D) are properly handled now. So the screen can be resized or minimized without crashing the app.
  • Renamed IGUIElement::setRelativePosition(const core::rect& r) to IGUIElement::setRelativePositionProportional(), as it has radically different functionality from setRelativePosition(const core::rect& r)
  • Added IGUIElement::setRelativePosition(const core::position2di & position) to set a new position while retaining the existing height and width.
  • Many Collada fixes. z_up coords are supported now, texture coords are properly loaded. Transparency is supported.
  • Camera scene node rotation and target can now be bound together so that changing one automatically changes the other (as the FPS camera has always done). See ICameraSceneNode::bindTargetAndRotation()
  • Removed the extra libpng files for OSX. OSX now also uses the default libpng.
  • Enhanced PCX support with some more color formats and write support.
  • Fixed LMTS problems with extra data in files.
  • Removed VS6 .dsw / .dsp project files - VS6 is no longer supported.
  • Particles can be scaled during animations. Particle scaling needs to happen in the emitter now, instead of in the Particle system scene node. Deprecation methods will guide the user.
  • ISceneNode::setParent and addChild now updates node SceneManager pointers if the node was from another SceneManager.
  • Basic support for joystick input events on Windows, Linux, SDL and OSX. Tested with wired Logitech and Thrustmaster wired controllers and XBox 360 wireless controller ( http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver )
  • Fixed scaled octree nodes being incorrectly frustum culled.
  • FSAA under OpenGL and Win32 added. Now all hw drivers and platforms should support it.
  • Unlimited RTT fix for D3D systems. Depth buffers are now shared if possible, otherwise a new depth buffer is generated. In order to save VidMem one should create RTTs starting with the largest one.
  • Avoid RTTs with nonFBO-support under OpenGL which are larger than the screen. Since we rely on rendering into textures in this case we need to clamp the size by the screensize.
  • Fixes for getAbsoluteFilename under Linux in order to return a filename instead of en empty string in case the file doesn't exist.
  • Use absolute path names when creating / finding textures.
  • Font tool implementation for Linux with xft, by Neil Burlock.
  • Support for normals and UV coords from DeclData in .x files.
  • Modified line2d::intersectWith() to cover more cases.
  • Added IVideoDriver::drawPixel().
  • Moved the window pointer from endScene to beginScene, as this is required for OpenGL support of external window pointers.
  • Fix for terrain culling.
  • Added minimize button to win32 window (if resizable)
  • Major API change: RTTs are now created via addRenderTargetTexture instead of createRenderTargetTexture, which allows to retrieve them from the texture cache, but also changes the way of removing the RTTs, and especially one must not drop the pointer anymore.
  • WindowsCE-Bugfix
  • disableFeature can be used to override feature support of the video driver.
  • draw2DImage can now also handle RTTs under OpenGL (which were flipped before).
  • Ogre mesh format fixes for proper texture support.
  • Added .obj mesh writer.
  • Some core::string constructors made explicit to avoid unintended conversions. Just add core::stringc() or core::stringw() around the old code to avoid warnings.
  • IdentityMatrix is now a properly defined global, with external visibility on all platforms.
  • Bugfix for context releases with glx 1.3 on error.
  • Removed constraints for sizes of the terrain scene node.
  • Support for 32bit indices in a special MeshBuffer class.
  • isBetweenPoints return true now even for the begin and end points, i.e. line segments are now including their start and end.
  • Fix XML reader creation for non-existing files and invalid callbacks.
  • Changed interpretation of MaterialTypeParam==0 in transparent materials. Now it's consistent with all other values, but one has to set the value to 0.5 to get the old behavior (slightly faster rendering, but no smooth borders)
  • Replaced transformBox by transformBoxEx in some internal methods to avoid major malfunction of the transformations.
  • Fix use of zip file inside zip files.
  • Avoid loading textures which are not used by the mesh in b3d loader.
  • Added scaleTCoords methods to MeshManipulator
  • Enable use of other meshes for shadow mesh generation, can be used to speed up shadow generation and rendering for complex meshes. Patch based on a version by tonic.
  • Fixed usage of SIrrCreationParameters struct, which dind't have copy constructor and assignment operator anymore, since the Irrlicht version string was made const.
  • New glext.h (version 41) and glxext.h (version 20) supporting OpenGL 3.0
  • Added support for read-only locking of textures. Can speed up those calls.
  • Added support for locking RTTs under OpenGL.
  • Implementation of UserData events from system events.
  • ICameraSceneNode::setIsOrthogonal replaced by a parameter to setProjectionMatrix.
  • All meshbuffers are now dynamically allocated to avoid problems with grabbed buffers, which may be deleted before the last drop happens (due to static memory allocation).
  • Enhanced scene graph traversal with example from rogerborg.
  • FPS camera disabling of event receiver works better now.
  • scene deserialization allows for a user defined callback after a new scene node is created.
  • Fixed tangent mesh loading from .irrmesh files.
  • OpenGL clamp modes are now properly set.
  • IMeshManipulator::transformMesh renamed to transform, also supports meshbuffers now.
  • scaleMesh renamed to scale, supports meshbuffers as well.
  • vector3d::rotationToDirection added.
  • New mesh generators for cone and cylinder.
  • Hardware accelerated Vertex and Index Buffer support finally integrated into Irrlicht. Thanks to a resource handling idea by Klasker and the almost immediate implementation by Luke, Irrlicht now supports VBOs under OpenGL and D3D.
  • Hardware buffers make rendering the same vertices much faster. To use this feature with a mesh, simply set a usage type via MeshBuffer->setHardwareMappingHint(scene::EHM_STATIC). The driver will upload the vertices and indices on the next draw and reuse this information without the need to upload it each frame.
  • Vertex and Index buffers can also be updated separately, which is e.g. useful for the terrain node's LOD.
  • Changed FBO creation according to Nadro's patch. Seems to have zbuffer problems currently.
  • Update to libpng 1.2.29
  • Compiler flag for PerfHUD support added.
  • recalculateNormals and tangent space creation enhancements by ryanclark.
  • Added getColorFormat methods for device and driver, returning the color format of the device's window and the driver's framebuffer.
  • Added isFullscreen method.
  • Added isWindowFocused and isWindowMinimized methods.
  • Screenshots are now always made from the frontbuffer, so always the last completely rendered image is captured. However, overlapping windows may corrupt those parts of the screenshot (as was previously happening with d3d already).
  • New device creation parameter to disable Irrlicht's system event handling.
  • New device creation parameter to specify depth bits.
  • New device creation parameter to request alpha channel in framebuffer.
  • Draw2DImage methods under OpenGL now also handle RTTs correctly.
  • Fixed RTT bug which lead to strangely clamped textures.
  • Speed improvement for screenshots on some Intel cards under OpenGL.
  • My3D file loader fixed.
  • Terrain mesh performance increased.
  • Fixed mem leak in cube node.
  • Compiler errors in shaders won't corrupt the material renderer list anymore.
  • Quake3 shader files now have properly working texture matrices again.
  • FPS and Maya style cameras are now standard cameras with a special animator.
  • ISceneNodeAnimator now inherits IEventReceiver
  • New method ISceneNodeAnimator::isEventReceiverEnabled, returns false by default
  • CCameraSceneNode::OnEvent passes events to animators with enabled event receivers
  • ISceneNodeAnimatorCameraFPS and ISceneNodeAnimatorCameraMaya interfaces for changing camera settings at run-time.
  • Changed SExposedVideoData to use void* instead of s32. Fixed 64bit portability.
  • Added support for front face culling.
  • Fix for HLSL shaders in one file.
  • Billboard::setColor bug fix by rogerborg.
  • Scene node sorting uses squared distances now.
  • Enhanced API for hte math functions. Many of them will now return a reference to *this for chained method invocations.
  • prevent .x loader to load .xml files.
  • AntiAlias support for OSX device.
  • Period character handling bug fixed.
  • New filesystem methods for filename handling.
  • added getVideoModeList and getDesktopResolution support for OSX
  • Octree supports tangent meshes now. Some performance improvements for the generation.
  • Fix mouse pointer and fullscreen mode problems in OSX.
  • Make cube and sphere scene node a mesh scene node (for access to the cube/sphere mesh).
  • Support for normal maps in 3ds files. Mem leak fixed. Loading for files with keyframe data fixed.
  • BillboardTextSceneNode is now an IBillboardSceneNode and an ITextSceneNode.
  • Support for external windows under Linux.
  • .X loader bug fixes.
  • Better debug visualization for MeshSceneNodes.
  • Fixed bug in material serialization when using the NullDriver.
  • Fix for Win32 CursorControl::setVisible
  • Support for LWO files.
  • Support for Collada 1.4 files.
  • Better and faster terrain smoothing by Frosty Topaz.
  • Fixed a performance bug in ISceneNode constructor reported by izhbq412
  • Win32 device now makes the cursor invisible immediately when setVisible(false) is called.
  • Command line tool for mesh conversion added.
  • Added volume light scene node
  • .obj files now won't duplicate vertices unnecessarily. This allows recalculation of smooth normals and other things, and is also faster when rendering. The loading is a little slower now.
  • They also support normal maps and texture clamping now. Group support added, can be ignored via scene manager attribute scene::OBJ_LOADER_IGNORE_GROUPS.
  • Normals will be calculated if the file doesn't provide them.
  • Better fix for hires timers on dual core machines by RogerBorg
  • added Initial Windows Mobile 6 Version.
  • Windows Mobile 6 SDK
  • Visual Studio 2005
  • Added checks to avoid buffer overrun in b3d loader. Enabled normals calculation in all cases, previously it was not done for lightmapped meshes.
  • Fixed transparency support. Added mipmap creation flag support which might disable mipmap creation too often. Should be checked.
  • Burningvideo: MipMap Selection repaired
  • renamed private Driver function getTextureSizeFromImageSize to getTextureSizeFromSurfaceSize
  • Added collision manager speedup patch by RogerBorg.
  • D3D drivers now releases the IImage member from initialization, thus freeing lots of memory. The image is accessible via the driver anyway.
  • SDL device character handling enhanced.
  • MeshBuffers can now access the elements of the S3DVertex base class in all vertex types directly, instead of using the getVertices() pointer access. This simplifies simple mesh manipulations as it does not require a switch statement over all vertex types.
  • More OpenGL renderstate bugs fixed
  • GLSL changes for setting arrays. Also allow for only pixel or vertex shader to be set.
  • Bugfix for removeChild in AnimatedMeshSceneNode.
  • Some bugfixes for Joint handling and skinned meshes. Added getJointCount in IAnimatedMeshSceneNode and isStatic in ISkinnedMesh.
  • Added WAL image format support based on the original loader by Murphy McCauley, written for Irrlicht around version 0.7.
  • OpenGL RTTs now also support alpha values.
  • New method driver->getVendorInfo() to query information about the actual hardware driver.
  • Fixed somed CQuake3ShaderSceneNode problems.
  • Changed BurningsVideo internal Vertex Format. version changed to 0.39
  • SceneManager:
  • Removed the seperate rendering states for quake3 Shader Scene Nodes.
  • Nodes are now solid or transparent. ( but still more states are needed )
  • GUI:
  • Editbox didn't draw children
  • Checking IsEnabled is now consistent across all GUI elements
  • Move window to front bug fixed.
  • Disabling the BMP loader now compiles without the built-in font
  • Added setTextAlignment to IGUIComboBox
  • Avoid dropping skin pointer which is in use.
  • Better warning for fonts without regions (sometimes wrong file is loaded by the user).
  • Fixed a bug in CGUISpriteBank which caused a crash when a non-looping animated sprite reached the end of its animation.
  • Modal screens no longer flash invisible children when rejecting a focus change.
  • Finally added StarSonata patch with table element and TabControl additions. Table is based on MultiColor listbox by Acki, and has loads of changes by CuteAlien.

New in Irrlicht Engine 1.4.2 (Mar 19, 2012)

  • Unified the handling of zwrite enable with transparent materials on all hw accelerated drivers. This means that all transparent materials will now disable ZWrite, ignoring the material flag.
  • There is a scene manager attribute, though, which will revert this behavior to the usual SMaterial driven way. Simply call
  • SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true) and set the SMaterial flag as desired.
  • Some changes for texture matrices in q3 shaders.
  • Added BlindSide's irrAllocator patch for proper TextureMatrix release under Win32 with any CRT library.
  • Added VC9 project files.
  • Added getEmitter for particle system scene nodes.
  • Fixed rounding problem in getScreenCoordinatesFrom3DPosition
  • Fixed Software renderer color flicker, was a shift bug I believe.
  • irrMap fix to make root node always black, by rogerborg.
  • Possible core dump fixed in particle system node, by CuteAlien.
  • Mem leak fixed in b3d loader.
  • Avoid double rendering of child nodes of joints.
  • Support for d3d draw2dimage clipping by CuteAlien.
  • Fixed an animation transition bug, pointed out by wuallen.
  • Fixed the major problem with OpenGL drivers, that claim to be 2.x compatible, but don't offer NPOT support (well, they do, but only in sw rendering...). Now we check for the extension string only.
  • Fixed .obj loader bug which inserted vertices in wrong buffers.
  • Fixed minor mem leak in Linux device.