HARFANG® 3D v3.1.0
This minor release bring several improvements and fixes, mainly in the Bullet Physics API.
- Added new HLS colorspace functions.
CreateInstanceFromAssets by returning a boolean to inform the caller that the hosted scene could be instantiated.
- Fixed various bindings (
- Added a function to center a window (GLFW).
- Added the support for Windows refresh callback (GLFW).
- Bind read back and blit destination texture flags.
- Simplify the frame buffer API store less content in Harfang objects.
- Added fog to render data.
- Validate AAA forward pipeline and associated post processes.
- Fixed an issue where setting up the imgui font destroyed the cursors.
time_from_xxx_d functions and fixed a precision issue with
- Fixed the initial transform setup code of Bullet rigid bodies.
- Changed the sync kinematic and dynamic mechanisme.
DisableDeactivation, add a way to lock axes.
- Added a getter/setter for rolling friction.
- Added a raycast functions to return all collisions found between two points.
- Fixed a raycast issue with geometry hierarchy.
- Added the support for multi collision shapes with matrices
- Assetc cleanup error messages, do not output unless truly reporting on an error.
- Assetc will now delete the outputs for deleted inputs. A flag was added to opt-out from this mechanism (
- Assetc will now delete the previous compiled lua scripts if a compilation error arises.
- Assimp importer: fixed a mention to the wrong converter.
- Assimp importer: added a
- Assimp importer: updated to Assimp v5.1.2.
- GLTF importer: fixed the import in case of many instances.
- Fixed the toolchain integrity check.
- Documentation improvements and cleanup.
- Fixed a typo in
GetTextures documentation filename.
- Fixed the reference to
SceneBullet3Physics in the man Physics page.
- Added a man.Requirements page.
- Improved the Pypi wheel description (‘Quickstart’ was lacking a download URL).
- Updated the license.
- Fixed some cppcheck issues.
The following screenshots were captured on a 2080GTX in 1080P running at 60FPS, GI is performed using screen space raytracing and does not require RTX capable hardware.