Release Notes for Build 123
From C4 Engine Wiki
Revision as of 19:20, 18 July 2010 by Eric Lengyel
Release date: June 6, 2006
- A pbuffer fallback has been implemented on the Windows platform, and it is used if the
GL_EXT_packed_depth_stencilextension is not present. An equivalent fallback has not been implemented for the Mac platform because it does not support pbuffers that can share a rendering context when the pixel format is identical.
- Motion blur can now be rendered on all supported hardware running on the Windows platform.
- Reflection and refraction images are now rendered directly to texture buffers (i.e., there is no copy) on the Windows platform. In some cases, this can produce a 5-10% speed increase.
- The material editor now has settings for texcoord scale and offset under the Texcoord pane. There are separate settings for the s and t directions. Scale and offset are applied before texcoord animation.
- Dual diffuse texture maps are now supported. The material editor has a new popup menu at the bottom of the General pane that lets you select how the two textures are combined. The current options are add, average, multiply (modulate), blend with vertex alpha (for future use), or blend with the alpha or inverse alpha of either texture map. The two textures can also use independent texcoord transforms and animations.
- Right mouse button events are now sent through to interface elements using the event types
- The Tool Manager now maintains a list of scene export tools. You can register a scene export tool by creating a subclass of the SceneExportTool class and calling the
ToolMgr::RegisterSceneExportTool()function. When one or more export tools are registered, the Export Scene command becomes available in the World menu inside the World Editor.