June 20, 2022 - Patch
fixed several ui crashes for scene, graphics, etc windows.
fixed several ui crashes for scene, graphics, etc windows.

fixed several ui crashes for scene, graphics, etc windows.
fixed several ui crashes for scene, graphics, etc windows.
Many fixes and new features in this update: - an improved implementation of FXAA - a reimplenation of TAA - added toggle for SSR temporal accumulation - add fix to allow loading DX10 DDS textures (many DDS textures may still have issues, when in doubt convert your DDS textures to
Many fixes and new features in this update:
- an improved implementation of FXAA
- a reimplenation of TAA
- added toggle for SSR temporal accumulation
- add fix to allow loading DX10 DDS textures (many DDS textures may still have issues, when in doubt convert your DDS textures to a non-compressed format ahead of time. Compressed data is not useable by the texture tools functions, hopefully at some point I will implement decompression algorithms for S3TC, etc compressed file data).
- fix issue saving images to file
- fix issue with texture tools 'alter texture' and several others for non-byte valued textures. In general, a lot of work went in to handling non-byte valued textures.
Add progress bar UI for offline raytracer, minor improvements to offline raytracer code.
Add progress bar UI for offline raytracer, minor improvements to offline raytracer code.
- implement dds loading for cubemap, 3d texture types - implement project file embedding for cubemap and 3d textures - Broad changes to texture handling. CPU-side data is kept concurrently with GPU-side data and updated along with it, allowing multi-threaded texture operations fo
- implement dds loading for cubemap, 3d texture types
- implement project file embedding for cubemap and 3d textures
- Broad changes to texture handling. CPU-side data is kept concurrently with GPU-side data and updated along with it, allowing multi-threaded texture operations for textures. Mirroring texture data on both CPU/GPU sides allows texture access for both the CPU raytracer and GPU shaders.
- change direct lighting from world space to view space for increased precision
- add toggle for auto-conversion of textures at load time to 8-bit RGB values, which was previously the only option for loading.
- several fixes to texture tools. See README.txt for more details.
Fixes to early draft version of the offline raytracer. For right now, ray casting is done without an acceleration structure. Code for a BVH node hierarchy is forthcoming. Also, for now this code does not utilize materials or material textures, which is soon to change. This is mer
Fixes to early draft version of the offline raytracer. For right now, ray casting is done without an acceleration structure. Code for a BVH node hierarchy is forthcoming. Also, for now this code does not utilize materials or material textures, which is soon to change. This is merely the first of many updates related to the offline raytracer.
Fix project file save crash due to GL function call in thread, update from OpenGL 4.5 to 4.6. NOTE: this may require updating drivers. The change is worth it for the performance increase and improvements to anisotropic filtering. I'm working on code that will rollback to earlier
Fix project file save crash due to GL function call in thread, update from OpenGL 4.5 to 4.6. NOTE: this may require updating drivers. The change is worth it for the performance increase and improvements to anisotropic filtering. I'm working on code that will rollback to earlier versions if 4.6 is unavailable.
Implemented octahedral encoding for view/world normals in the gBuffer. This has somewhat streamlined normal handling, resulting in a minor performance boost. Also, this is similar to the way many modern renderers handling normal packing, so rendering will be more consistent with
Implemented octahedral encoding for view/world normals in the gBuffer. This has somewhat streamlined normal handling, resulting in a minor performance boost. Also, this is similar to the way many modern renderers handling normal packing, so rendering will be more consistent with major apps.
Slight optimization to deferred renderer.
Slight optimization to deferred renderer.
Fix issue with file picker's inability to navigate to the root directory above a drive.
Fix issue with file picker's inability to navigate to the root directory above a drive.
- Add UI for changing controls in the 'Preferences' window, with values loaded and saved when the program closes. - Fix some issues with black screens due to switching modes.
- Add UI for changing controls in the 'Preferences' window, with values loaded and saved when the program closes.
- Fix some issues with black screens due to switching modes.
- Added embedding for mesh data to project files. This may cause saving project files to be much slower, but this will allow the app to save projects with altered meshes. - Fix error thrown while recording screen and using any texture tool.
- Added embedding for mesh data to project files. This may cause saving project files to be much slower, but this will allow the app to save projects with altered meshes.
- Fix error thrown while recording screen and using any texture tool.
Fix issue loading skybox from project files.
Fix issue loading skybox from project files.
fixes to screenshot saving and video recording
fixes to screenshot saving and video recording
fix error caused by using the SSR texture due to incorrect internal formatting
fix error caused by using the SSR texture due to incorrect internal formatting
new features: - hardcode all FBOs to use 32-bit float textures (performance hit is worth it, half-float values are too imprecise to handle all cases for scene path tracing) - switch CPU-side matrix transform calculations for bounding boxes, cameras, and lights from float to doubl
new features:
- hardcode all FBOs to use 32-bit float textures (performance hit is worth it, half-float values are too imprecise to handle all cases for
scene path tracing)
- switch CPU-side matrix transform calculations for bounding boxes, cameras, and lights from float to double precision for more accuracy. Offline ray tracer will also share these values, and must use double precision.
fixes:
- fix flicker caused by failure to update inverse VP matrix properly deep in the code
- fix issues with loading project files due to incorrect file path association with loaded mesh objects
- fix issue auto-loading imported meshes to single node (previously, all nodes from entire scene would be copied to the created node causing overdraw)
- fix issue with scene 'remove all' for materials just turns all materials into the default material. - fix issue with camera editor UI not allowing selection for multiple cameras. - fix issue where mesh tools do not display the selector UI - switch help marker to use help icon -
- fix issue with scene 'remove all' for materials just turns all materials into the default material.
- fix issue with camera editor UI not allowing selection for multiple cameras.
- fix issue where mesh tools do not display the selector UI
- switch help marker to use help icon
- adding albedo map will force removal of the diffuse map (and vice versa)
increased range of possible values for cone tracing aperture, which can fix issues in some edge cases with banding in shadows/GI. Cautionary tooltips are added next to these values to prevent users from unexpectedly causing extreme render slowdown.
increased range of possible values for cone tracing aperture, which can fix issues in some edge cases with banding in shadows/GI. Cautionary tooltips are added next to these values to prevent users from unexpectedly causing extreme render slowdown.
Minor fixes to offline raytracer, add 'fit to viewport' toggle for importing meshes.
Minor fixes to offline raytracer, add 'fit to viewport' toggle for importing meshes.
fix weird overlay issues with selection, fix node selection UI in node tools
fix weird overlay issues with selection, fix node selection UI in node tools
- add 'generate normal map' texture tool - add 'edge detection' texture tool - fix weather shader blend between regular sky and sunset
- add 'generate normal map' texture tool
- add 'edge detection' texture tool
- fix weather shader blend between regular sky and sunset