Skip to content

Releases: vsg-dev/VulkanSceneGraph

VulkanSceneGraeph 1.0.7 release

19 Jun 17:21
Compare
Choose a tag to compare

What's Changed

  • Update Keyboard.cpp to handle repeat key presses in windows by @jamierobertson1 in #836
  • fix mouse double click issue for vsgImgui by @aiekick in #839
  • Added support for vsg::wstringValue and wstring within vsg::|Text and serialization, by @robertosfield in #845
  • [FIXED] threaded command graph submission order by @siystar in #846
  • Added 64bit atomic to check to help 32bit builds by @vsg-dev in #850
  • Added compate(..) implementations by @vsg-dev in #852

New Contributors

Full Changelog: v1.0.6...v1.0.7

VulkanSceneGraph 1.0.6

25 May 14:06
Compare
Choose a tag to compare

What's Changed

  • Moved filename related functions into Path by @robertosfield in #785
  • [FIXED] infinite loop in Auxiliary::compare by @siystar in #789
  • [ADDED] culling of CullGroup and DepthSorted to Intersector by @siystar in #790
  • [FIXED] invalid recycling of descriptor sets by @siystar in #793
  • Compile catch exception by @robertosfield in #794
  • [FIXED] copy and paste errors in ComputeBounds::add(dsphere) by @siystar in #797
  • Use Mask instead of uint32_t by @timoore in #800
  • Merge master into VulkanSceneGraph-1.0 branch in prep for 1.0.6 by @robertosfield in #802
  • Improve documentation of plane-matrix multiplication by @timoore in #804
  • Adopted std::map<> to vsg::Allocator for speeding up deletion by @robertosfield in #806
  • [FIXED] -Wunused-but-set-variable warnings by @siystar in #809
  • [FIXED] depthResolveAttachment to use LOAD_OP_DONT_CARE by @siystar in #812
  • [FIXED] vkCreateRenderPass2KHR support by @siystar in #813
  • Added keyboard controls to vsg::Trackball, a vsg::Keyboard class for tracking keyboard state and FocusIn/Out events by @robertosfield in #816
  • Bring in latest changes to VSG master into 1.0 branch in prep for 1.0.6 release by @robertosfield in #817
  • Merge master in VSG-1.0 branch by @robertosfield in #821
  • Prevent Scissor being rescaled multiple times if camera shared by multiple views. by @rolandhill in #825
  • [ADDED] read and write mat3 by @siystar in #823
  • [FIXED] removed externalNumDescriptorSets for ViewDependentState by @siystar in #824
  • Fixes for ciricular reference bug that occurs with using SharedObjects with PagedLOD. by @robertosfield in #827
  • Data::clone() implementation by @robertosfield in #829
  • Merged VSG master into 1.0 branch by @robertosfield in #830

Full Changelog: v1.0.5...v1.0.6

VulkanSceneGraph-1.0.5

13 Apr 08:11
Compare
Choose a tag to compare

What's Changed

  • Added support for associated trackball with specific windows by @robertosfield in #765
  • Replace glslang submodule with git clone by @robertosfield in #766
  • Moved TransferTasks setup to after compilation of all RecordAndSubmitTasks by @robertosfield in #771
  • Fix bugs in XCB pointer / button motion by @timoore in #767
  • Moved Xcb_Window from platform/unix to platform/xcb to pave the way for wayland and xlib implementations by @robertosfield in #772
  • Added CMake VSG_SUPPORTS_Windowing control for toggling on/off the inclusion of native windowing support. by @robertosfield in #773
  • Add vsg::Compile node to help integrate code that just needs to be compiled by @robertosfield in #774
  • Implemented vsg::Auxiliary::compare() and fixed vsg::Data's handling of std::string. by @robertosfield in #778
  • Merged fixes to master for vsg::Auxilary::compare() and vsg::Data::compare() by @robertosfield in #779

Full Changelog: VulkanSceneGraph-1.0.4...v1.0.5

VulkanSceneGraph-1.0.4

20 Mar 17:29
Compare
Choose a tag to compare

What's Changed

  • Creation of dedicated VulkanSceneGraph website which provides a new home for documentation previously held within the VulkanSceneGraph repository, and adds online reference docs and links to tutorials etc.
  • Replace RTX Mesh Shaders classes with cross vendor Khronos Mesh Shaders. by @robertosfield in #745
  • Added SpvOptions::generateDebugInfo support to ShaderCompileSettings. by @robertosfield in #748 and @timoore in #749
    Tim Moore has written this tutorial on how to set up generation of shader debug info and use it with RenderDoc
  • Merge master into 1.0 branch in prep for 1.0.4 release by @vsg-dev in #752
  • Add missing member functions for VertexDraw by @timoore in #754
  • Merge fixes from master. by @vsg-dev in #755

Full Changelog: VulkanSceneGraph-1.0.3...VulkanSceneGraph-1.0.4

VulkanSceneGraph-1.0.3 release

02 Mar 19:07
Compare
Choose a tag to compare

Major changes in this release are:

  • Building of glslang source code directly into the VulkanSceneGraph library, avoiding the need to link against glslang and SPIRV-Tools as external libraries. Now the only dependency is Vulkan, C++17 and CMake and ensures that all platforms have the same shader compilation features available at all times.
  • Instanced billboards with scaling support, all managed in the vertex shader with no CPU overhead.
  • Rendering whole earth Bing Maps paged imagery.
  • Support for aliasing extensions when loading data.
  • New .txt Reader for reading ascii files as vsg::stringValue making it easier to read configuration files etc. in a coherent way that fully supports use with http and local file caching.
  • Improvements to Windows and macOS keyboard mappings that ensure the same mappings are used on all platforms.
  • Improved handling of two sided lighting.

VulkanSceneGraph 1.0.2 maintenance release

11 Dec 17:21
Compare
Choose a tag to compare

The main fix that justified this release was a fix of a race condition in vsg::CompileManager, also included are improvements in full screen support on macOS, and the addition of vsg::fileType(Path) and vsg::getDirectoryContents(Path) functions. Further details of changes be found on discussion thread :#645.

VulkanSceneGraph 1.0.1 maintenance release

04 Dec 19:26
Compare
Choose a tag to compare

Bug fixes and refinements.

VulkanSceneGraph-1.0.0 release

13 Nov 21:51
Compare
Choose a tag to compare

Vulkan now has professional grade Scene Graph that can handle the needs of vis-sim, scientific, engineering, GIS, compute and games markets, making it easier to use Vulkan and get the best performance from it.