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- version 0.11 update

ZilverBlade requested to merge exp_dev into master

Shard3D Torque 0.11.0-alpha - Improved shadow map performance - Fixed shadow artifacts like shadow acne, peter panning - Improved shadow softness - Added some more shadow controls (variance bias) - Added normal mapping support - Added SSAO - Imported assets are now lowercase - Improved FPS limiter - Fixed masked shadows having odd projection - Changed how assets are imported - Implemented mip mapping - Implemented FXAA - Added optional switch between calculating vertex tangents and loading to memory - Added object picking and highlighting when selecting - Seperated "WorldSceneInfo" into Sky Light and Skybox components - Improved editor object placement (will now place objects to where your cursor is!) - Added project system - Added exponential fog - Reflection capture resolution is now adjustable - Revamped reflection calculations - Rewrote model import system - Added extremely fast and efficient custom file format for 3d models (.s3dmesh) - You can now automatically convert PBR materials to the Shard3D shading model (upon model import) - Embedded model textures are now automatically extracted (to bitmap files) - Added tons of graphics setting customisations (texture settings, shadow settings, etc.) - Added more variance shadow map graphics controls (MSAA & blur quality) - Added ability to switch between PCF and Variance shadows (Engine setting)

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