SoftPixel Engine Changelog

What's new in SoftPixel Engine 3.1

Mar 21, 2013
  • Completion of a new NetworkSystem (v.3.0):
  • Finally there is a complete working network system. The first time that in this system clients can send packets to clients. Currently only TCP/IP is supported.
  • Android support:
  • Now the Engine runs on the Android mobile platform, too. To develop for Android the "Android NDK" is required.
  • You also have to use "eclipse" and the "Android SDK" but you don't need to write any line of code in Java.
  • New renderer: OpenGL|ES 1.1:
  • This new renderer has been added for mobile platforms.
  • Updated File system:
  • Completed "FileRAM" class and added "FileAsset" class for reading Android resource files.
  • New sound system: OpenSL|ES 1.0.1
  • This new sound system has been added for the mobile platform Android.
  • iOS support:
  • Now the Engine runs on the iOS mobile platform, too. To develop for iOS at least "Xcode 3" and
  • "Mac OS X" (with "Intel" processor) are required. The Xcode project files are at 'sources/Platform/iOS'.
  • Redesigned internal RenderSystem architecture:
  • Particular OpenGL has been redesigned internally to have a good base for porting to OpenGL|ES.
  • New renderer: OpenGL|ES 2.0:
  • This new renderer has been added for mobile platforms.
  • Support for vertex weights in skeletal animations:
  • Finally the engine can handle skeletal animations where several bones can deform one vertex using the vertex weights factor.
  • Changed "Log", "CollisionLibrary", "Randomizer" and "MemoryManager" classes into namespace because of only static functions.
  • No change in syntax for the user but more C++ features available. Now you can use "using namespace" for these names
  • that you don't need to write always the same name infront of the functions.
  • MorphTargetAnimation update:
  • Now vertex normals are also animated for correct lighting
  • New camera classes:
  • There are three new camera classes: FirstPersonCamera, TrackingCamera and BlenderCamera.
  • The base Camera class has been redesigned to be derivable.
  • Integrated NVIDIA Cg toolkit for renderer independent shader programming.
  • MD3 mesh loader added:
  • Now also MD3 (Quake III Arena models) can be loaded and animated using morph-target animation
  • Seperated render context into own class (in progress):
  • Now you need to flip the back buffer with the new class "RenderContext". Use 'SoftPixelDevice::getRenderContext' to get the main object.
  • Integrating boost (1.47.0):
  • Now the SoftPixel Engine gets boosted! The high-level C++ extension library "boost" has been integrated in some parts.
  • The integration will continue step by step. First of all every callback has been replaced by a "boost::function"
  • and some for loops has been replaced by a BOOST_FOREACH loop.
  • From now you'll need to download the boost library to use the "SoftPixel Engine" further.
  • You can get boost from here: http://www.boost.org/.
  • Currently only boost templates are used. Thus you don't need to build the boost library.
  • ANSI C FILE replaced by C++ filestream:
  • Now std::fstream is used for reading and writing HDD files and no longer ANSI C FILE pointers.
  • MultiSample RenderTarget support:
  • Support for multi sampled render targets has been added for the OpenGL render system (FrameBufferObjects).
  • Added hardware instancing for OpenGL and Direct3D 11.
  • Added "SoftPixel Sandbox Scene" loader:
  • Create 3D scenes with the "SoftPixel Sandbox" and load them easily with the "SoftPixel Engine".
  • Recreated OBJ mesh loader

New in SoftPixel Engine 3.0 (Jul 28, 2011)

  • GUI reincarnation
  • A completely new GUI has been created: "BoxGUI - v.2.0 alpha" including the following features:
  • Window system
  • Lots of gadgets (Buttons, Lists etc.)
  • Expansive menu
  • Hardware texture format can be choosen
  • Finally the hardware texture format can be choosen between UByte (8-bit) and Float (16- and 32 bit).
  • Float buffers for textures can be very useful when working with shaders (e.g. for real-time shadow mapping).
  • Multi-render-targets support has been added
  • Using "Texture::addMultiRenderTarget" several textures can be bounded to one render-target.
  • Several bugfixes:
  • TGA images were sometimes fliped false.
  • GLSL constants were indexed wrong and can be set now correclty. GLSL constant arrays as well.
  • Cube map generation completed
  • Using "VideoDriver::updateCubeMap" you can create dynamic cube maps for simple cube mapping, environmental bump mapping etc.
  • XML parser created
  • Now XML files can be parsed easily. This tool (sp::tool::XMLParser) can be used to read HTML files or others
  • written in a mark up language.
  • Small updates on the NetworkSystem
  • Now differentiates between local and online servers to also get online content from web servers.
  • OpenGL tessellation shader added (incomplete)
  • The "GL_ARB_tessellation_shader" extension for hardware tessellation since OpenGL 4.0 has been added.
  • The tessellation control shader is called hull shader and the tessellation evaluation shader is called domain shader (based on Direct3D 11.0);
  • Material setup optimization
  • If several objects with equal material states are rendered one after the other material setups will be optimized.
  • This only works for OpenGL and Direct3D9 because of its render states. Direct3D11 has an internal optimization for this case.
  • Scene graph architecture has been recreated completely
  • The scene graph has been redesigned for more flexibility again. Take a look inside the API docu to see the changes.
  • Now it's quite easy to define an own "Mesh" class. Just extend it and write your own "render" function.
  • All about nodes has been extended. Now there are the following classes about nodes: Node, SceneNode, RenderNode, MaterialNode, TreeNode.
  • Mesh buffer architecture has been recreated completely
  • The "MeshBuffer" class is now an essential class for rendering 3d geometry. It's further more called
  • a "surface" in the Mesh class but manipulating it is now more controlled by this class itself.
  • Mesh buffer vertex- and index format is now choosable
  • Finally the vertex format and also the index format is chooseable. By default the vertex format
  • requires less memory which makes the render process faster, too. You can now also create your own
  • vertex format to have support for vertex shader attributes.
  • PathFinder tool has been added
  • Using the tool::PathGraph class path finding can be achieved easily with the "A* Algorithm".
  • Integrated "NewtonGameDynamics" PhysicsEngine
  • The first time that this engine got an external library. The "NewtonGameDynamics" physics engine
  • (zlib/libpng Copyright (c) Julio Jerez and Alain Suero) has been added for easy physics simulation with the "SoftPixel Engine".
  • Use the "physics::PhysicsSystem" class for adding rigid bodys, ragdolls and vehicles.

New in SoftPixel Engine 2.1 (Jul 28, 2011)

  • Shader structure has changed
  • The shader has divided into several Shader objects and one ShaderTable for a mesh.
  • Now you can use shaders with only a vertex or pixel- and vertex shader together.
  • Geometry Shader for OpenGL added
  • Since several shader types can be created and configured with more control also geometry shaders
  • for OpenGL has been added.
  • More compilation options
  • Now you can configure your own "SoftPixel Engine" version when compiling with more control.
  • You can disable a lot of features if you only need a few of them to speed up the performance
  • and make the engine more memory friendly. Look at the "spStandard.hpp" file.
  • Dummy video driver added
  • The Dummy video driver for debugging and other none graphical purposes has been created.
  • Direct3D11 video driver added
  • The Direct3D11 video driver has been implemented with full shader support:
  • Vertex-, Pixel-, Geometry-, Hull-, Domain- and Compute Shader.
  • This driver possess a default basic shader because there is no longer a fixed-function-pipeline.
  • Perpixel lighting and other new features are available using this video driver.
  • Is backwards compatible until Direct3D 9.0a when required feature levels are not supported.
  • More bugfixes in loading textures
  • BMP image loading bugfix for "None Power Of Two" (NPOT) images.
  • TGA image loading several bugfixes.
  • OpenGL texture creation with NPOT textures bugfixed
  • (when an OpenGL NPOT texture is loaded the format is by default always RGBA).
  • Network system updated
  • Some bugs has been fixed and new features has been addded.
  • The network system was tested and integrated in a small video game which is now network ready.
  • Mesh vertices got tangent and binormal vectors
  • More over the corresponding functions "set/getVertexTangent" and "set/getVertexBinormal"
  • have been added to the "Mesh" class. The function "Mesh::updateTangentSpace" has been added, too.
  • SceneManager can be choosen
  • Now the engine has several scene managers for different scene situations. By default the "SimpleSceneManager"
  • is used. For extremely large scenes the "ExpansiveSceneManager" can be used - but this scene manager is
  • currently only planed. You can also create your own scene managers.
  • ScriptLoader has been recreated
  • The "ConstructiveScriptLoader" is now in version "3.0 beta" and has become a loader for a
  • flexible, comfortable and easy script syntax. The "ConstructiveScript" is now also used
  • for the "SoftPixelScene" format.
  • 3DS mesh loader recreated
  • Finally the 3DS mesh loader creates the surfaces correctly and the loader is stable.
  • Also the rotation is now correct so you will need to change the rotations for each 3DS mesh
  • you loaded with a previous version.
  • X mesh loader recreated
  • The X (DirectX) mesh loader has been recreated completely. Now it is much more stable and crash safe.
  • 3x3 matrix added
  • B3D mesh loader bugfixes
  • VisualStudio 2010 project files added
  • DirectDrawSurface (DDS) image loader added
  • The new image loader supports uncompressed and compressed DDS files.
  • Currently DXT1, DXT2 and DXT3 compressions are supported.
  • Surface reference function added
  • Now also surfaces can be replaced by others to save video memory but to render instances with
  • different texture lists. In addition creating new surfaces was also optimized.

New in SoftPixel Engine 2.0 (Jul 28, 2011)

  • Sprites got different wireframe modes.
  • New collision detection feature and bugfix
  • Collision objects can be configured for only collision detection but no colliding.
  • Terrain class has been updated
  • First functions for texturing Terrains have been added.
  • Frustum culling for Terrain's quad-tree-nodes has been added.
  • File class updated
  • The "File" class has been splitted into two classes:
  • FileHDD (physical files) and FileRAM (virtual files - for interchange).
  • Bitmap (BMP) texture loader updated
  • Bugs has been fixed, 1 bit and 4 bits image compatibility has been added.
  • Object copying has been completed
  • Now copying objects (Meshes with animations etc.) works perfectly.
  • Individual primitive list drawing
  • There is a new function for drawing primitive lists called "VideoDriver::drawPrimitiveList".
  • It allows you to render to following kind of primitives:
  • Points, Line list, Line strip, Line loop, Triangle list, Triangle strip, Triangle fan, Quad list, Quad strip, Polygon.
  • Also supported for 2D drawing with "VideoDriver::draw2DPolygon" or "draw2DPolygonImage".
  • OpenGL 1.1 support
  • Now the engine is able to reduce its features down to OpenGL 1.1 if the version is lower then 2.0 or 1.5.
  • Mesh buffer structure redesigned
  • SMeshVertex3D structure has been redesigned and SMeshIndexedVertex3D has been removed.
  • Finally Direct3D9 and OpenGL can use the same vertex arrays. i.e. Direct3D9 video driver became faster again.
  • 2x2 matrix added
  • Texture classes redesigned
  • The texture and image buffer management have been redesigned and more structured.
  • Now the textures needs only half the memory! There are a lots of new functions like "saveBackup",
  • "setFilter", "setMipMapFilter" etc. Old things like "ClampEdges" has been removed but new functions
  • like "setWrapMode" has been added to replace old features. To clamp the texture coordinates change the wrap mode
  • to "setWrapMode(video::TEXWRAP_CLAMP)". Now you also can set the texture coordinates to mirror mode (TEXWRAP_MIRROR).
  • Depth texture support
  • Finally depth textures can be created. Mostly used for shader effects like shadow-mapping.
  • Direct3D9 fonts bugfix
  • Finally different fonts can be loaded correctly with Direct3D9.
  • Entity and Sprite class name changed
  • To clean up more the code base the Entity and Sprite class has changed in declaration.
  • "Entity" has been changed in "Mesh" and "Sprite" has been changed in "Billboard".
  • Also functions like "createPivot" (now "createMesh") has changed. For a detailed overview take a look at the
  • forum (http://www.hlc-games.de/forum).
  • Coordinate system balance for OpenGL finished
  • Finally the difference between the coordinate Y-axis in OpenGL (which is fliped in comparision to DirectX)
  • has been balanced. Now the engine can convert the Y-axis internally but for the user it seams
  • to be like in Direct3D9. This feature is used for RenderTargets which replaced more and more
  • the feature of making screenshots. Render-to-texture looks now equal with OpenGL and Direct3D9.
  • Completely new tutorials has been added to the SDK
  • The new tutorials are more comprehensive and better documented.
  • VisualC++ support
  • Finally the SoftPixel Engine is supported for VisualC++ and its VisualStudio (version 9.0, 2008).
  • Now there are project files for Code::Blocks (SoftPixelEngine.cbp) and for VisualStudio (SoftPixelEngine.vcproj).

New in SoftPixel Engine 1.9 (Jul 28, 2011)

  • ModelCombiner tool created
  • A 'GameEngine like' tool to combine two models has been added.
  • LightmapGenerator tool created
  • A 'GameEngine like' tool to generate lightmaps for the whole scene has been added.
  • ParticleAnimator tool created
  • A 'GameEngine like' tool to animate a lot of particles/ sprites.
  • Entity class was more cleaned up
  • Surface management has been redesigned.
  • Each vertex/ texture/ surface modification functions are now crash safe.
  • Level of detail meshes added
  • LOD (Level of detail) feature has been added in the Entity class. Use the "addLODMesh" function.
  • Surface optimization optimized
  • Sounds funny but it's true, the process of surface optimization has been speeded up.
  • Volumetric sounds correction
  • 3D sound effect has been repaired and works very good now. Listener position
  • and orientation is setable by the sound device
  • Goodbye for the GUI
  • The in-house GUI (GraphicsUserInterface) has been removed from the project completely
  • because of incompleteness and uselessness.
  • The source code of this part is furthermore available in the "media" folder as a
  • detached project.
  • Spline translations for node animations
  • The node animations now support spline translations for smooth movements.
  • Better light manangement
  • You can only see 8 light sources with OpenGL and Direct3D9 but the SoftPixel Engine
  • sorts the lights in dependent of the distance to camera.
  • Mesh buffers in Direct3D9 driver completed
  • Finally the vertex- and index buffer creation in the Direct3D9 driver works fine.
  • Now the rendering is much faster! Like the VertexBufferObjects (VBOs) with OpenGL.
  • Mesh reference function added
  • The Entity's "setMeshReference" function can be used to reduce costs of memory.
  • This function allows you to link the entity to an other entity's mesh buffer list
  • when drawing multiple equal 3d models.
  • Frustum culling
  • Now each object can get a bounding box to be blended out when it is out of active camera's view frustum.
  • New standard primitive "Icosphere" (ENTITY_ICOSPHERE) and rebuild "Dodecahedron"
  • Segments/subdevision is the same like in Blender and is in the range of 1 and 8.
  • ModelCreator supports Bezier patches now
  • The standard primitive "Teapot" is now also created by Bezier patches.
  • RenderTargets created
  • Using RenderTargets in Direct3D9 and FrameBufferObjects (FBO) in OpenGL.
  • Use the function "Texture::makeRenderTarget".
  • Complete new SPM format architecture (v.2.0)
  • Now the SoftPixelModel format saves much more memory and has a better structure.
  • Immediate mesh buffer update
  • Now the engine is able to update the mesh buffers immediate, i.e. when changed a vertex coordinate
  • the mesh buffer is updated for this single vertex. Can be enabled with "Entity::setUpdateImmediate"
  • OpenGL Index buffer support
  • Finally the mesh buffers with OpenGL also have an index buffer.
  • The time before the engine only used OpenGL vertex buffers.
  • Further more there is now more control for the hardware mesh buffers. The following functions are now
  • available in the Entity class:
  • updateMeshBuffer, updateVertexBuffer, updateIndexBuffer, updateMeshBufferVertex, updateMeshBufferTriangle
  • ToxyVision Model (TMF) loading support discontinued.
  • There is no longer a support for the unimportant TMF 3d file format.

New in SoftPixel Engine 1.8 Beta (Jul 28, 2011)

  • GNU/Linux support
  • This is the first version of the SoftPixel Engine which is running on Linux.
  • The engine needs running an X server to work.
  • Naturally there are some parts incomplete of the Linux support but these are going
  • to be made up.
  • Complete new sound system (v.3.0)
  • Now the sound "SensitiveSoundSystem" is structured like the video drivers
  • so you can choose between different sound APIs.
  • The following APIs are planed: OpenAL, DirectSound8, XAudio2, WinMM, Dummy.
  • Currently only WinMM and Dummy are supported but the others are going to be added.
  • Now Direct3D9 works with hardware-buffer-objects
  • Using vertex- and index buffers for 3d models makes rendering much faster.
  • Milkshape3D model (MS3D) animation support
  • Now the engine is able to load and animate Milkshape3D models too. (but still in progress)
  • Animation class has been redesigned for skeletal animation
  • Now the bone structure is a more extensive class with more detailed controll.
  • It is also faster because the transformations are just processed one times.
  • This has been achieved by using children instead of parents.
  • Also the "Animator" class has been deleted and the functions has been added to the "SceneManager".
  • The "anim" namespace does no longer exist.
  • Network system recreated (v.2.0)
  • Finally the network system works realy good. It has been recreated and works
  • now with UDP protocol for more performace. Only one thread is used for receiving
  • incomming messages.
  • Script loader recreated (v.2.0)
  • Complete new syntax with more flexibility.
  • You can extend the class by writing your own script loader as a child class.
  • Gouraud shading works correct and is with immediate effect
  • the default shading type of the entities
  • ( Thanks to the "spieleprogrammierer.de" community :-) )
  • Better lighting for "Ray" SoftwareRenderer (v.2.1):
  • Normal/ volumetric, directional/ point/ spot lights are available (max. 4 lights)
  • Redesigned the file system
  • Now read-/ write operations are done with the "File" class (e.g. "MyFile->readString()").
  • New standard primitive "Torus knot" (ENTITY_TORUSKNOT)
  • Completly configurable with the count of slices, stacks, radius ...
  • (Thanks to "Paul's Projects": www.paulsprojects.net)
  • New tree-node types has been added:
  • Quad-trees and BSP-trees and also Oct-trees has been redesigned.
  • Terrain class has been redesigned:
  • Finally the terrain class is using quad-trees and GeoMIPMapping.
  • The heightmap can be created with high-quality images using floating point data container.
  • Collision detection has been redesigned:
  • The collision detection system has a new design and other functions.
  • The "MiniMatrix" tutorial gives an introduction to the sub-system.
  • Finally correct object transformation system
  • New functions are "set/ getPositionMatrix" and the same with "Rotation" and "Scale".
  • Now 'global' location works perfect.

New in SoftPixel Engine 1.7 (Jul 28, 2011)

  • Direct3D9 video driver was developed further:
  • DirectX "High Level Shading Language" (HLSL) support.
  • Lights can be located in 3d space, volumetric lights too
  • 2D text drawing has been added
  • Completely revised the "Ray" SoftwareRenderer (v.2.0):
  • External library functions (such as in OpenGL, "rayEnable", "rayTexImage2D" etc.)
  • which are written in absolute ANSI C for more performance (also the same thing as in OpenGL)
  • Added texture-mapping, sphere-mapping and eye-linear
  • Perspective-Texture-Mapping & Perspective-Depth-Buffering
  • The problem, when triangles are hidden because one or more vertices
  • are to far outside the viewport, has been fixed
  • MIP-mapping cares for better graphics and more performace
  • Correct vertex projection for perspective and orthogonal matrices
  • Updated the OpenGL and Direct3D9 shader and real-time shadow
  • Now old assembler shader can be loaded (vertex- and pixel programs)
  • Now the real-time stencil shadow looks correct
  • Updated the skelatal-animation for smoothly over-change-sequences.
  • Updated the node-animation
  • Now the node-animations runs with quaternions too, for smooth and free rotatable movements.
  • Finally alpha- and depth functions are integrated
  • Now the very big problem of alpha-testing is solved.
  • Code base was more cleaned up:
  • Finally the creation of the mipmaps with OpenGL works correct.
  • All dimension classes (vector3d, point2d, matrix4 etc.) have henceforth only 'inline' functions.
  • Many bugs has been found, e.g. in 3ds loading (no longer noticed at the website)
  • Wavefront Object (OBJ) saving support.
  • Extendet the "Bezier curve" and the "splines" for using in 1, 2, and 3 dimensions
  • Use "getBezierValue" or "getBezierValue" and "Spline2D" or "Spline3D".
  • New texture filter: anisotropic
  • The count of samples can be set (normally 2, 4, 8 or 16 such as with anti-aliasing).
  • Standard textures can changed into a 1, 2 and new: 3 dimensional texture
  • Use the "make1Dimension", "make2Dimensional" or "make3Dimension" function.
  • Cubic Environment Maps
  • Use the "makeCubeMap" function to generate a cube map texture
  • and update it with "VideoDriver::updateCubeMap" for cubic environmental reflections
  • Redesigned the matrix transformation techniques
  • The engine makes now use of the projection, world, view, texture and color matrices
  • Directional lights has been added (now directional-, point-, and spot lights are available)
  • More controll of model texturing and blending modes
  • Texture environment settings (modulate, add, addsigned etc.)
  • Bugs in adding textures to models has been fixed
  • More texture-coordinates-generation modes: object- and eye linear, sphere-, normal- and reflection mapping
  • Full blending controll by setting the blend-source and blend-target

New in SoftPixel Engine 1.6 (Jul 28, 2011)

  • Extendet the Direct3D9- and "Ray" SoftwareRenderer (v.1.1):
  • D3D9: is now able to render complex 3d scenes (effects such as sphere-mapping too)
  • D3D9: multi texturing
  • Ray: is now able to render textured line & point wireframe objects
  • Ray: has been more optimized for ploting pixels (important internal function) and drawing 2d images
  • Wavefront Object (OBJ) loading support.
  • Collision detection & intersection tests with animation
  • Now the collision detection and intersection tests
  • are always up to date while a model is animating.
  • New intersection tests:
  • Pickmode Sphere
  • Pickmode Box
  • Parent system bugfixes:
  • Now the parent system is finally complete and works correct.
  • Also changes by using the matrix inverse function for the parent system
  • and skeletal-animation for the inverse transformation matrix.
  • Quake 3 Map (BSP) loading support
  • Now you can load "Quake III Arena" maps with the "loadScene" function.
  • Quake 1 Map (BSP) loading support (in progress, unfinished)
  • Now you can load "Quake" maps with the "loadScene" function.
  • Where is All the Data (WAD) loading support
  • The WAD2 and WAD3 texture file format is supported (Half-Life 1 textures)
  • Not usable with the "loadTexture" function! Use the new class "TextureLoaderWAD"
  • to load the texture list (WAD files consist of more than one texture).
  • Some parts has been cleaned more up:
  • FileSystem
  • Animation
  • ToxyVision Model (TMF) loading support.

New in SoftPixel Engine 1.5 Beta (Jul 28, 2011)

  • VideoDriver independence:
  • Now the "SoftPixel Engine" is able to support other video drivers than "OpenGL"
  • Following classes are no longer supported in the SoftPixel Engine because the code
  • was moved into the VideoDriver class:
  • DrawingManager
  • TextureLoader
  • FontManager
  • "Ray" SoftwareRenderer 1.0:
  • The SoftpixelEngine has an own software renderer with the following features:
  • depth test
  • alpha test
  • blend test
  • scissor test
  • 2d drawing (images, rectangles, lines, points, bézier curves)
  • 3d rendering (triangles)
  • "Direct3D9" renderer:
  • 2d drawing (images, rectangle, lines, points, bézier curves)
  • Change in the coordinate-system:
  • Now the "SoftPixel Engine" is using realy the left-hand coordinate system and
  • no longer the right-hand coordinate system.
  • This effects that all rotation values are now negative. That is to say: if you turned an object
  • on the x-axis with a positive value, you must now turn it with a negative value to have the
  • same resulting visualization.
  • Bugfixes:
  • oct-trees were incomplete: matrix was wrong transformed for collision detection and intersection tests
  • Two external libraries are integrated into the "SoftPixel Engine": "jpeglib" & "libpng".
  • The "jpeg.dll", "jpeg62.dll" and "libpng.dll" are no longer included in the download-package.
  • Splines:
  • The new class "math::Spline" and the "video::VideoDriver::draw2DSpline" function have been added.
  • Animation textures:
  • Now you can create animated textures for short textured sequences.

New in SoftPixel Engine 1.4 (Jul 28, 2011)

  • Many bugfixes:
  • parent system
  • correct texture mipmapping using origianl "glu" source code as plugin
  • texture class was cleaned up
  • font size & origin position
  • New standard model: teapot (original "Utha Teapot").
  • Anti Aliasing (2x, 4x, 8x, 16x ...).
  • Projection (from 3D to 2D).
  • Color material was debuged. Now the engine is able to render the objects with
  • the defined color for each vertex with lighting.
  • 2D Picking (from 2D to 3D).
  • Some function names has been changed (e.g. setVisibility -> setVisible).
  • TextureLoader has been devided into additional classes: "TextureLoaderRAW -> TextureLoaderBMP; TextureLoaderJPG ...".
  • Direct3D model (*.x) loading support.
  • Volumetric lights.
  • Extensions in the SPM file format for node, keyframe & skeletal animation.
  • Skeletal Animation supported
  • Now the "SoftPixel Engine" is able to render skeletal-animation sequences.
  • Model loading for the B3D file format is absolutly complete
  • Reading the skeleton is also supported.

New in SoftPixel Engine 1.3 (Jul 28, 2011)

  • "OpenGL Shading Language" (GLSL) support
  • Now the "SoftPixel Engine" is able to render very complex visual effects
  • (Shader are also available for 2d graphics).
  • The CollisionDetector supports now "sphere-to-box" collisions.
  • And in the CollisionDetector the following has changed:
  • "createCollision(..., s32 CollisionType, ...)" to "createCollision(..., std::vector CollisionTypeList, ...)".
  • The "ScriptLoader" has been repaired
  • There are no longer public members, now you need to use the 'getTextureList' functions and for the sound- and entity list, too.