TGEA 1.0.2 Released
by asmaloney (Andy) · in Torque Game Engine Advanced · 08/10/2007 (4:14 pm) · 48 replies
TGEA 1.0.2 is now available for download. Here are the release notes:
TGEA 1.0.2 [09 Aug 2007]
----------
New:
- support for Constructor 1.0.3 DIFs
- added dynamic light->surface attenuation to shaders without bump mapping
- updated interior vertex buffer to use vertex based normals and tangent space data
- added tangent space data to static mesh vertex buffer
- added static mesh dynamic and static lighting support (changes also affect interior static lighting and may affect interior dynamic lighting)
- added static mesh rendering and materials (should work with all shaders and look like other interior surfaces with similar materials)
- added smooth shading to interior rendering and checked it against generated shaders
- updated lighting system to TGE 1.5.2
- updated MathUtils::transformBoundingBox to use scale
- support for overriding render manager culling mode (for static meshes)
- culling update reflect pass support
- added way for selectCurrentDetail to report its effective pixel size, which the DetailManager uses in its metrics
- SceneState can now do radius projection, removing need for a valid GFX context when doing LOD calculations
- ShapeBase and Projectile do proper LOD
Bug Fixes:
- fix for lighting on scaled object
- fixed dynamic lighting specular
- eliminated dynamic lighting edge clamp artifacts
- reduced lighting system speed-over-quality minimum lexel intensity pushing more falloff into the lighting texture
- added falloff expansion code to keep model hotspot within the innermost lexels
- fixed dynamic shadow crash bug
- fixed static mesh face culling and removed previously added cull override for interior render manager
- fixed DX prim vertex number bug
- removed second call to load material textures
- improved static mesh rendering performance
- added an early out to fix crash when there are no zones or zones with no surfaces in the Interior (happens in NULL only or static mesh only Interiors).
- fix for user not being able to use any of the options on the bottom yellow bar in the demo after full screen alt+tab
- fix for drag-resizing the TGEA window problems
- fix for gfxD3DDevice not resetting after standby/suspend/lock
- fix ShaderGen bug with alpha textures
- remove redundant streaming of DebrisData's minSpinSpeed and maxSpinSpeed
- fix compile warning in GFXD3DDevice constructor related to GFXVertexColor enum
- fix uninitialized flags in CustomMaterial::setStageData()
- fix fogging on custom materials
- alpha test without blend fix
- fix to keep atlas from emitting over-budget chunks.
- fix for win32 memory manager code to make it compile properly w/o memory manager enabled
- added check to reduce redundant notifications on SimSet adds
- LOD fixes for DetailManager and classes that used it
- Projectile MaxGhostCount pack/unpack fixes
- fix for flickering terrain lighting
- fix for cull mode not being reset in TerrBatch
[continued...]
TGEA 1.0.2 [09 Aug 2007]
----------
New:
- support for Constructor 1.0.3 DIFs
- added dynamic light->surface attenuation to shaders without bump mapping
- updated interior vertex buffer to use vertex based normals and tangent space data
- added tangent space data to static mesh vertex buffer
- added static mesh dynamic and static lighting support (changes also affect interior static lighting and may affect interior dynamic lighting)
- added static mesh rendering and materials (should work with all shaders and look like other interior surfaces with similar materials)
- added smooth shading to interior rendering and checked it against generated shaders
- updated lighting system to TGE 1.5.2
- updated MathUtils::transformBoundingBox to use scale
- support for overriding render manager culling mode (for static meshes)
- culling update reflect pass support
- added way for selectCurrentDetail to report its effective pixel size, which the DetailManager uses in its metrics
- SceneState can now do radius projection, removing need for a valid GFX context when doing LOD calculations
- ShapeBase and Projectile do proper LOD
Bug Fixes:
- fix for lighting on scaled object
- fixed dynamic lighting specular
- eliminated dynamic lighting edge clamp artifacts
- reduced lighting system speed-over-quality minimum lexel intensity pushing more falloff into the lighting texture
- added falloff expansion code to keep model hotspot within the innermost lexels
- fixed dynamic shadow crash bug
- fixed static mesh face culling and removed previously added cull override for interior render manager
- fixed DX prim vertex number bug
- removed second call to load material textures
- improved static mesh rendering performance
- added an early out to fix crash when there are no zones or zones with no surfaces in the Interior (happens in NULL only or static mesh only Interiors).
- fix for user not being able to use any of the options on the bottom yellow bar in the demo after full screen alt+tab
- fix for drag-resizing the TGEA window problems
- fix for gfxD3DDevice not resetting after standby/suspend/lock
- fix ShaderGen bug with alpha textures
- remove redundant streaming of DebrisData's minSpinSpeed and maxSpinSpeed
- fix compile warning in GFXD3DDevice constructor related to GFXVertexColor enum
- fix uninitialized flags in CustomMaterial::setStageData()
- fix fogging on custom materials
- alpha test without blend fix
- fix to keep atlas from emitting over-budget chunks.
- fix for win32 memory manager code to make it compile properly w/o memory manager enabled
- added check to reduce redundant notifications on SimSet adds
- LOD fixes for DetailManager and classes that used it
- Projectile MaxGhostCount pack/unpack fixes
- fix for flickering terrain lighting
- fix for cull mode not being reset in TerrBatch
[continued...]
#42
right now, it just crashes TGEA, we haven't been able to solve the issue yet.
08/15/2007 (12:29 am)
Until 1.0.1 the TGEA map2dif plus worked correctlyright now, it just crashes TGEA, we haven't been able to solve the issue yet.
#44
I have recreated my project but no luck. Everything works fine with previous version.
Luck!
Guimo
08/15/2007 (7:48 am)
Hi, this may be a problem with Torsion but Ill mention it anyway. When I try to debug and place a breakpoint, the application reaches the breakpoint and stops but at the moment I try to jump step by step or continue execution Torque wont continue. No error, no crash... it just wont resume execution. I can stop execution and run again without the breakpoints and all goes fine.I have recreated my project but no luck. Everything works fine with previous version.
Luck!
Guimo
#45
08/19/2007 (10:55 pm)
Are you guys using the latest Constructor (1.0.3) with TGEA 1.0.2?
#46
08/20/2007 (4:15 am)
Guimo, I'm having the same problem.
#47
08/20/2007 (8:04 am)
May someone confirm if he has the same problem with Torsion+TGEA? I thought I had broken the engine and tested with a fresh copy but didnt work either. May someone from GG comment on this?
#48
08/31/2007 (5:08 pm)
Hi John. We are for our dif objects with no problems, but we're not using map2dif, so I can't comment beyond that.
Torque Owner Kirk Longendyke
tried it. it's better, still recommend:
www.garagegames.com/mg/forums/result.thread.php?qt=63305
among other things, cut's off the off to neptune bug.