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- Render: mesh-level sorting based on render pass (@zpl-zak)
- Render: mesh-level frustum culling (@zpl-zak) - Render: Added model_bsphere() (@zpl-zak) - Render: Shadowmapping! VSM and CSM, soft shadows, directional/point/spot lights (@zpl-zak) - Render: Model auto LOD generation (WIP!) (@zpl-zak) - Render: Shader uniform caching (huge fps speedup) (@zpl-zak) - Render: Reworked model instancing to avoid glBufferData() overhead for single-instance models (@zpl-zak) - Render: added `model_get_bone_position()` (@zpl-zak) - Render: Implemented VertexLit shading (for the cool PSX looks!) (@zpl-zak) - Render: Improved vertex color support (@zpl-zak) - Render: Fixed wrong axis order used during model import (BREAKING!) (@zpl-zak) - Render: Revamped the model API (BREAKING!) (@zpl-zak) - Render: Added fog support (WIP!) (@zpl-zak) - Render: Revamped the shader system to be more flexible and modular (@zpl-zak) - Render: Introduction of the shader library (see `engine/art/shaderlib/`) (@zpl-zak) - Render: Improved transparency detection and support (@zpl-zak) - Render: Reworked skybox and cubemap modules (@zpl-zak) - Render: Added environment probes baking (@zpl-zak) - Render: Added light probes and spherical harmonics weighting (@zpl-zak) - Render: Dropped support for the lightmapper API (@zpl-zak) - Scene: Integrated shadowmap support (@zpl-zak) - Scene: Implemented renderbuckets (WIP!) (@zpl-zak) - Scene/Render: Moved light to render module (@zpl-zak) - Render: removed access to the model shader program (@zpl-zak) - Render: introduced `model_uniform_t` a new approach to shader uniform management (@zpl-zak) - Render: switched to PBR workflow as the default (@zpl-zak) - Render: model shader now uses fixed uniform sampler slots. For user bound slots, use: `model_texture_unit(model_t-)` to generate a new ID on a rolling counter (@zpl-zak) - Render: model uniforms are now cached (@zpl-zak) - Render: shadow filter size raised to 6, maximum shadow lights raised to 4, max total lights raised to 96 (@zpl-zak) - Render: UBO creation/binding api (@zpl-zak) - Render: model shader now stores lights in an UBO resource (@zpl-zak) - Render: improved fallback to non-PBR textures in PBR workflow (@zpl-zak) - Render: model shader BRDF can now sample a cubemap for irradiance in IBL path (WIP!) (@zpl-zak) - Render: PBR workflow is now the default for loaded models (@zpl-zak) - Render: added model_sync() to update model data from CPU to GPU (WIP!) (@zpl-zak) - Camera: added camera_freefly() and replaced all freefly camera code in demos (@zpl-zak) - Render: cascaded shadow mapping has an improved bias (@zpl-zak) - Platform: added alert_caption() and tweaked PANIC() to copy error to clipboard (@zpl-zak) - Render: implemented parallax occlusion mapping and self-shadowing support (@zpl-zak) - Render: introduced HAS_TEXTURE_QUERY_LOD to check for support at runtime (@zpl-zak) - Window: added window_set_resolution(width, height) (@zpl-zak) - Render: added renderstate_checksum() to check for render state changes (@zpl-zak) - Render: dynamic batching support for models (@zpl-zak) chg: add #include support (tools/cook) chg: tools/ark renamed to tools/fuser chg: tools/ass2iqe chg: tools/iqe2iqm chg: tools/file2hash chg: update docs
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