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Migration.md

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Note on deprecations

A tick-tock release cycle allows easy migration to new software versions. Obsolete code is marked as deprecated for one major release. Deprecated code produces compile-time warnings. These warning serve as notification to users that their code should be upgraded. The next major release will remove the deprecated code.

Ignition Rendering 6.2.1 to 6.X

Modifications

  1. Ogre 2 heightmaps: the Y position sign was flipped

  2. Scene::SetTime is often unset. Ignition's Ogre2 now defaults to 60hz otherwise rendering won't advance forward.

    • Mostly affects Particles.
    • Also may affect gaussian postprocessing and other filters dependant on time.
    • Previous behavior was using real time instead of simulation time, which is wrong.
    • See gazebosim#556 for details.

Ignition Rendering 5.x to 6.x

Modifications

  1. Scene.hh

    • Added Scene::PostRender. The function Camera::Render must be executed between calls to Scene::PreRender and Scene::PostRender. Failure to do so will result in asserts triggering informing users to correct their code. Alternatively calling Scene::SetCameraPassCountPerGpuFlush( 0 ) avoids this strict requirement. Users handling only one Camera can call Camera::Update or Camera::Capture and thus do not need to worry. However for more than one camera (of any type) the optimum way to handle them is to update them in the following pattern:
      scene->PreRender();
      for( auto& camera in cameras )
          camera->Render();
      for( auto& camera in cameras )
          camera->PostRender();
      scene->PostRender();
      
      This pattern maximizes the chances of improving performance. Note: Calling instead Camera::Update for each camera is a waste of CPU resources.
    • It is invalid to modify the scene between Scene::PreRender and Scene::PostRender (e.g. add/remove objects, lights, etc)
    • Added Scene::SetCameraPassCountPerGpuFlush. Setting this value to 0 forces legacy behavior which eases porting.
    • Systems that rely on Graphics components like particle FXs and postprocessing are explicitly affected by Scene's Pre/PostRender. Once Scene::PostRender is called, the particle FXs' simulation is moved forward, as well as time values sent to postprocessing shaders. In previous ign-rendering versions each Camera::Render call would move the particle simulation forward, which could cause subtle bugs or inconsistencies when Cameras were rendering the same frame from different angles. Setting SetCameraPassCountPerGpuFlush to 0 will also cause these subtle bugs to reappear.
  2. Visual.hh and Node.hh

    • *UserData methods and the Variant type alias have been moved from the Visual class to the Node class. Node::UserData now returns no data for keys that don't exist (prior to Rendering 6.x, if Visual::UserData was called with a key that doesn't exist, an int was returned by default).
  3. depth_camera_fs.glsl and depth_camera_final_fs.glsl

    • Far clipping changed from clipping by depth to clipping by range, i.e. distance to point, so that the data generated will never exceed the specified max range of the camera.

Ignition Rendering 4.0 to 4.1

ABI break

  1. ogre2/include/ignition/rendering/ogre2/Ogre2DepthCamera.hh
    • Medium severity ABI break with the addition of the AddRenderPass override.

Ignition Rendering 3.X to 4.X

Deprecations

  1. ignition::common::Time deprecated in favor of std::chrono::steady_clock::duration
    • Deprecated: void BaseScene::SetSimTime(const common::Time &_time)
    • Replacement: void BaseScene::SetTime(const std::chrono::steady_clock::duration &_time)
    • Deprecated: common::Time SimTime() const
    • Replacement: std::chrono::steady_clock::duration Time() const
    • Deprecated: common::Time simTime
    • Replacement: std::chrono::steady_clock::duration time

Ignition Rendering 2.X to 3.X

Deletions

  1. Ogre2DepthCamera.hh
    • Removed unused member variables captureData and newData

Ignition Rendering 1.X to 2.X

Modifications

  1. Visual.hh and Node.hh
    • All functions for setting and getting scale properties in the Visual class are moved to the base Node class. These functions are now inherited by the Visual class.