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22. January 2016

 

As always the patch can be downloaded here.  This patch contains:

Improvements
  • Documentation: In the scripting API, added information to Graphics.SetRenderTarget() and CommandBuffer.SetRenderTarget() about using linear lighting mode. Updated the wording about using linear lighting mode in the Graphics.Blit() entry.
  • iOS/IL2CPP: Added support for Xcode 7.3 (don't use __declspec attributes).
  • Samsung TV: Added support for 2016 TVs.
Changes
  • MSE: Prevent calling some Editor mode only APIs on EditorSceneManager from play mode, including EditorSceneManager.OpenScene, EditorSceneManager.SaveScene etc.
  • MSE: Prevent calling some play mode only APIs on SceneManager from Editor mode, including SceneManager.LoadLevel, SceneManager.LoadLevelAsync etc.
Fixes
  • (745139) - Animation: Fixed an issue with stepped keys having the wrong value.
  • (745781) - Animation: Fixed animation events not firing on the last frame of a looping animation.
  • (754373) - Animation: Fixed crash when deleting all Euler keys in animation curve
  • (753866) - Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • (none) - AssetBundles: Fixed the assetbundle reading bug when compressed data could be read as uncompressed.
  • (715753) - AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor.
  • (none) - AssetBundles: Fixed memory leak when loading asset bundles with lzma compression.
  • (none) - AssetBundles: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache.
  • (747492) - Direct3D: improved performance in GPU bound scenarios.
  • (754487) - Graphics (Editor): In play mode set the graphics device sRGB write mode to match the lighting mode e.g. enable sRGB write mode in linear lighting mode.
  • (none) - Graphics: Fixed crash when setting shader properties.
  • (760943) - IL2CPP: Do not incorrectly free blittable arrays marshaled as [In,Out] parameters.
  • (758926) - IL2CPP: Prevent a NotImplementedException exception from occurring in il2cpp.exe when the Unbox opcode is used with certain generics. This usually occurs when an assembly is built with Visual Studio.
  • (none) - IL2CPP: Removed an unnecessary Box used to null check before calling a virtual method.
  • (none) - iOS: Fixed Apple Pencil position reporting on iPad Pro.
  • (754068) - Lines & Trails: Fixing issue where rendering in VR was offset for one eye.
  • (752423) - MSE: Fixed a crash when trying to get the root count on an invalid Scene.
  • (751923) - MSE: Fixed loading new unsaved scene during playmode using Application.LoadLevel(index) or SceneManager.LoadScene(index).
  • (753550) - MSE: Now make sure inspector in ActiveEditorTracker for MonoBehaviours are not garbage collected. The ActiveEditorTracked manages the objects itself.
  • (752599) - MSE: Throw null reference exception if SerializedObject has been disposed.
  • (none) - OpenGL (legacy): Added work around buffer state tracking failure.
  • (742591) - OpenGL: Fixed binary shader cache, cache was always disabled because of a bug in the caps.
  • (751743) - OpenGL: Fixed mipmap generation for render textures using OpenGLES.
  • (none) - Samsung TV: Fixed the smarthub button problem.
  • (none) - Substance: Fixed console spam about unavailable material properties.
  • (752039) - Substance: Fixed a crash when checking/unchecking  'Generate all outputs' or 'Generate mipmaps' on OSX.
  • (751300) - Substance: Fixed a crash when reimporting SBSARs with multiple material instances on OSX.
  • (663236) - Substance: Fixed editor stutter when using RebuildTextures on OSX.
  • (none) - Substance: Fixed emission color being set to opaque white when resetting a ProceduralMaterial.
  • (754556) - Substance: Fixed textures not properly generated on player awake when affected only by constant inputs.
  • (none) - Substance: Output textures from ProceduralMaterials without any input are now always generated.
  • (740182) - WebGL: Prevent browser from processing Arrow Keys.
  • (747236) - WebGL: Prevent browser from processing Backspace and Tab key presses.
  • (747549) - Windows Store: Fixed AccessViolationException when initializing matchmaking in UNet.
  • (755473) - Windows Store: Fixed TouchScreenKeyboard crashes when it's members are used immediately after Open().

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A series of OpenGL samples
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3. July 2012

A poster, JakobProgsch, over on the TigSource forums has made a series of OpenGL samplesopengllogo available on GitHub. Each example is contained in a single file, doesn’t depend on any non-canonical libraries or hide code behind a framework.  As a results the examples are a bit longer, but easier to follow.

 

The following topics are covered ( description taken from each file header ).

 

Sample 1

Skeleton code that all the other examples are based on

 

Sample 2

This example shows the setup and usage of shaders and a vbo+vao

 

Sample 3

This example shows the setup and usage of shaders and a vbo+vao
In this example the attrbute locations are set via BindAttribLocation
instead of layout qualifiers in the shaders

 

Sample 4

same as the "Shader and VBO" example, only with an indexed vbo.

 

Sample 5

apply a texture to the fullscreen quad of "Indexed VBO"

 

Sample 6

set up a perspective projection and render a rotating cube

 

Sample 7

render the cube from the perspective example to a texture and

apply fxaa antialiasing to it.

 

Sample 8

create 8 instances of the cube from the perspective example

with an additional offset buffer and AttribDivisor

 

Sample 9

create 8 instances of the cube from the perspective example

the difference to the instancing1 example is that we are

using a texture buffer for the per instance data instead of a

vertex buffer with divisor.

 

Sample 10

create 8 instances of the cube from the perspective example

the per instance data is passed with a uniform buffer object

 

Sample 11

Uses a geometry shader to expand points to billboard quads.

The billboards are then blended while drawing to create a galaxy

made of particles.

 

Sample 12

This example uses the geometry shader again for particle drawing.

The particles are animated on the cpu and uploaded every frame by

mapping vbos. Multiple vbos are used to triple buffer the particle

data.

 

Sample 13

This example simulates the same particle system as the buffer mapping

example. Instead of updating particles on the cpu and uploading

the update is done on the gpu with transform feedback.

 

Sample 14

This example renders a "voxel landscape/cave" from the view of a

moveable camera. Occlusion queries and conditional rendering are used

to cull occluded parts of the world and timer queries are used

to measure the performance.

 

Hope he keeps them coming, good OpenGL resources are scarce.

 

Edit: 7/5/2012 Fixed links and added 14th sample, which by the way, is a bit of a monster.

Programming , ,

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