Releases: theproadam/renderXF
v0.3.4b
Small assembly fix
It seems like I have released the wrong version. This one should be the correct one
v0.3.4
v0.3.4 Small changes
GLRenderMode.Triangle
scanline is no longer parallelized per triangle and scanline (just triangle like every other mode)GLRenderMode.Wireframe
vertex shader support- XYZ to XY rounding in
GLRenderMode.Triangle
with attributes akaFillFull()
- Loosened delta for FP32 comparisons in
FillFull()
v0.3.3d
v0.3.3d Hotfix
- Fixed scanline FP32 imprecision.
v0.3.3c
Hotfix
- Accidentally left code in v0.3.3b that overrode a fix for the left most pixel fix.
v0.3.3b
v0.3.3b Small Changes
MemoryLocation
willl now always be heap regardless of what the user chooses.- Added a attempt to prevent a disposed buffer from being drawn.
- Added a full clamp to left side, (this should fix the empty line of horizontal pixels on the left of the screen.
- Removed old references.
- Removed unused enums.
v0.3.3
Major changes
Gouraud Mode Major Performance Improvements
- Improved Pixel Fill Rate via depth and color pointer caching.
- Removed loops, replaced them with Fixed 3 interpol.
Thickline Drawing Added via SetLineThickness()
- Please don't use excessive amounts of thickness. There is no clipping for overly thick lines.
VignettePass function added
Fixed FullFill() interpolation.
- Interpolated Data is was accidentally clamped to integers (fixed)
Added GL.BlitFromBitmap and GL.BlitIntoBitmap support
- No need to use the bitmap utility anymore
Minor changes
- Removed
SetRenderMode()
function - Removed fast blur; wasn't really fast (16+ ms, 1080p, size = 3)
- Removed experimental sample class
- Added
Resize()
function for GLBuffer, to prevent crashing when changing vertex data (ie. importing another model) - Fixed
Line3D()
issue with null initialized int pointer.
Notes:
The dll file has the demo attached.
The code base has the texture example equipped
Please run in release mode outside of VS for maximum performance.
v0.3.2
Added dedicated DrawSkybox()
method for skybox drawing. This method uses parallelization for each row of pixels after queuing all faces. It takes about 2ms to 7ms depending on the camera positioning. Performance optimizations were added via pointer increment, and ScanLine data output changes to allow for TO and FROM pointers for each polygon scanline.
Major changes
- Performance improvements in all fill modes
- Performance improvements in TriangleFlat mode
- Built in high performance skybox fill mode added
- GLTexture has new
DuringLoad
options - Added
GLCubemap
for cubemaps
Notes:
The dll file has the demo attached.
The exe file is the demo.
Please run in release mode outside of VS for maximum performance.
v0.3.1
Basic fragment shader has been removed and replaced the advanced fragment shader, which is now known as just the fragment shader. For TriangleFlat mode, the attribute pointer will be null.
Major changes:
- GeometryPath VShdr is now VS
- GeometryPath SBsc/SAdv is now FS
- Removed Basic Fragment Shader
- Renamed Advanced Fragment Shader to Fragment Shader
- TriangleFlat's Fragment Shader will give null attribute pointer
- Improved
Clear(R, G, B)
performance
Internal changes:
- Removed unused code
- Added comments to
Draw()
function - Fixed some typographical errors in some exceptions
- Removed unused experimental drawBufferLimit integer
- Removed partially unused radsFOV float
- Moved if (RequestCopyAfterDraw) code to the end of draw function (not sure why it wasn't there in the first place
- Removed old tanHorzInv and tanVertInv
- Cleaned up GeometryPath code
- Converted RGB bytes to a integer for LinkedWireFrame
- Fixed a bug where broken geometry would be displayed unless a matrix was set
- Cleaned up
Draw()
function - Added very useful
Draw(Buffer, Shader)
option
Notes:
The dll file has the demo attached.
The exe file is the demo.
Please run in release mode outside of VS for maximum performance.
v0.3
renderXF pre-release.
The dll file has the demo attached.
The exe file is the demo.
Please run in release mode outside of VS for maximum performance.