honey-pot for hackers? Print E-mail
Written by .Squid   
Thursday, 13 November 2008 20:47
Wow. Attack. Again.
Our apologies for not-working site. Temporarily Download-section is disabled until we move to new hosting. Links to new updates will be posted here and on forum directly.
Last Updated on Thursday, 13 November 2008 20:55
 
New Version 01 Nov 2008 Print E-mail
Written by .Squid   
Saturday, 01 November 2008 01:13

New version of Xors3d is available.

Direct link to the lib

Fixed:
- some bugs with brushes;
- wrong rendering of 2d and text while using several cameras;
- texture blending;
- different lighting of created and loaded entities;
- vertex color and alpha;
- generation of tangent space + spheremap;
- bone weight in animation;
- mouse and keyboard are not locked by inactive window;
- cursor isn't busy now;
- xCameraPick;
- loading of cubemap textures;
- after xCopyEntity new copy isn't placed to the list of transparent entities;
- unnecessary VRAM allocation (check xCreateDSS);

Added:
- xSetAlphaRef() and xSetAlphaFunc() to control aplha in masked textures;
- xReleaseXors() for releasing resources and destroying main window;
- now AnimMeshes can take shaders;

Changed:
- currantly only software animation is available. Hardware animation is temporarly turned off because it needs to be reworked.

New:
- new functions for matrices:
+ xSetEntityMatrix(ent%, mat%)
+ xGetProjectionMatrix%(cam%)
+ xGetViewMatrix%(cam%)
+ xSetEntityQuaternion(ent%, quat%)

- xCreateDSS(int width, int height)
xDeleteDSS()
Now if you're going to render to texture you should create proper depth buffer. Its size should be greater or equal the size of the texture you're rendering to. If there are several RTT-texures with different size, choose ther greatest one. Ie if you have to RTT-textures - 1024x1024 and 512x512, depth buffer should be 1024x1024.

- PSSM is reworked and optimized;
Shadows are working for usual entities (not animated), animated entities, entities with masked texture, entities with shaders.
Zoom of camera for pssm now can be adjusted.

xPSSMInit(cam%, path$, MapSize%) - initialization of PSSM-system. path is a path to the shadow-shader. MapSize is a size of shadowmap.
xPSSMSetEntity(ent%, caster%, receiver%) - make entity to cast or/and receive shadows.
xPSSMDebugHud(mode%) - on/off of the debug output of each shadowmap.
xPSSMLightSource(x#, y#, z#) - position of the light.
xPSSMLightTarget(x#, y#, z#) - target position of the light.
xPSSMLightRange(lnear#, lfar#) - near and far clipplanes for the light.
xPSSMLightZoom(zoom#) - zoom of the light.
xPSSMRender(cam%, SplitLambda#, num%, tex%) - PSSM rendering. SplitLambda - split planes ratio. num - the number of splitplanes. tex- texture in which shadows will be rendered. If tex = 0, shadows will be rendered to the backbuffer.



- xGetRenderWindow() - returns handle of the window in which scene is rendered.

- New commands for getting information about system (the list will be extended)
CPU:
xCPUName()
xCPUSpeed()
xCPUVendor()
xCPUFamily()
xCPUModel()
xCPUStepping()
Video:
xVideoInfo() - video card description
xGetTotalVidMem()
xGetAvailVidMem()
xGetTotalVidLocalMem()
xGetAvailVidLocalMem()
xGetTotalVidNonlocalMem()
xGetAvailVidNonlocalMem()
Mem:
xGetTotalPhysMem()
xGetAvailPhysMem()
xGetTotalPageMem()
xGetAvailPageMem()

You can download PSSM-sample through this direct link

Updated samples are here

Last Updated on Saturday, 01 November 2008 01:43
 
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