- Profile now has a registerable Class-Renderatom situation; Register a class with a RenderAtom and whenever that class is rendered (it has to implement IRenderable), the renderatom you registered with that class gets used.
- Added RenderAtom.getPriority(); You can now have multiple render atoms that render the same class; the one with the highest priority will be selected. The getPriority() returns a priority based on your hardwares capabilities.
- Extracted Pass to Pass and ImmutablePass; this allows effects to extend ImmutablePass and not allow the user to override key variables.
- Removed SceneVisitor.
- Changed accept(...); in Spatial to traverse(SceneTraverser, int flags). This allows per spatial handling of traversal. Much nicer code.
- Removed static members in RenderState (i.e. the RenderState type and all that). That is now handled by RenderStateType enum. This has implications on ImmutablePass and StateRenderBin
- ImmutablePass now has 3 types: AMBIENT, ILLUMINANT or DECAL.
- AbstractRenderBin now renders AMBIENT passes first of all shapes, followed by ILLUMINANT, followed by DECAL.
- Added preRenderLogic(Shape, Light) to ImmutablePass. You can do some limited logic before rendering here. (I am considering removing this, but we'll see)
- LWJGLProfile now registers the RenderAtoms/StateRenderAtoms in the EventQueue.
- SceneTraverser now also has a render(Canvas) method. The Camera no longer renders, but is used at the SceneTraverser. This has complications for rendering as well as initialising a game.
Thursday 25 January 2007
So many changes, my head hurts!
As usual, a build up to an exam results in massive stimulation of what I call "Wanting to Code Syndrome" (or WCS for short) and as usual, your truly has been developing VE. So what are the changes?
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3 comments:
be sure to make a backup :)
kappa
Hehe. Thanks kappa.
I take it you've experienced WCS too?
yup been suffering from WCS for the last month, now that i just finished my last exam 2 days ago, the WCS is gone :)
kappa
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