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Wire3D v1.2

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Wire3D par antibyte est un outil permettant de développer des plates-formes pour homebrew en 3D, pour la Wii et Windows. Nécessite donc d'être soi-même développeur, afin de pouvoir utiliser cet outil.Codé en C++.Version 1.2Wire: added Input System added support for multiple vertex streams per mesh added layer masks to nodes, lights and cameras seperated Image (i.e. buffer) from Texture (i.e. properties) seperated handling of vertex declarations from vertex buffers added usage type STATIC_DISCARD_ON_BIND for textures removed VisibleObject in favour of RenderObject removed scene graph dependency from Renderer improved drawcall batching of static (sub)meshes improved performance of drawing submeshes on PCs with software vertex processing added camera node added light attenuation added blending mode 'BM_ADD' to Material (Wii) added support for submeshes to displaylist handling (Wii) fixed vertex cache issue (Wii) fixed a bug in handling lights (DX9) added support for HLSL shaders (DX9) added support for multiple render targets Importer/Unity3D exporter: added import/export of collision shapes, rigid bodies and character controller added import/export of skybox added import/export of submeshes added option to combine static meshes added option to export vertex colors as 32bit exporting lights exporting camera exporting fog from RenderSettings added disk and memory statistics summary after export using default values for undefined transformation parameters fixed overwritten default color values in render state fixed incorrect calculation of font texture size fixed text exceeding specified maximum length divided by 6 fixed wrong filter mode being used when texture has no mipmaps fixed Importer header files polluting global namespace fixed memory leaks Samples: added Sample11 to show how to use the input system added Game sample to demonstrate new features rewrote Sample10 to better demonstrate batching Version 1.0.2* Wire * draw call batching of static and dynamic geometry * text rendering * skybox node * `VertexBuffer` uses 32bit color (instead of 4 floats) now, so no more conversion at Bind() time. *Note*: Although interface changed, there are no changes for the user due to implicit conversion operators to/from ColorRGB(A). * `IndexBuffer` only uses 16bit indices, as Wii does not support 32bit indices anyways. *Note*: Interface only changed on `IndexBuffer::GetData()`, if you are accessing index buffers via operator[] there are no changes necessary. * (PC) fixed renderer statistics bug when `ResetDevice()`/`DestroyAll()` was issued. * (PC) fixed NVIDIA PerfHUD getting stalled when pressing a key. * (Wii) fixed anisotropic texture filtering * Importer * leaking vertex data fixed * support for "Static" flagged transformations * fixed missing Spotlight parameters * Tools * [http://www.freetype.org/freetype2/index.html freetype2] font engine added * Samples * updated Sample3, Sample10 and Demo to showcase new featuresVersion 1.0.1- Wire :debug build uses custom operator new/deleteunified handling of platform dependent index buffersfixed ResetDevice issue when D3DPOOL_DEFAULT objects are used- Importerturned importer into libhandle render states that are defined per material (additionally to per node/leaf defined render states)handle vertex and index buffer access usage typeskeep record of number of imported materials, textures, nodes, geometries, vertex buffers, index buffersfixed memory leak- Toolsadded Bullet Physics lib to solution for wii and winadded Unity3D exporterfixed 3rd party lib gcc warnings Site officiel : http://code.google.com/p/wire3d/

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