Releases: Bigfoot71/r3d
v0.4
What's New
Planned in the roadmap:
- Loading model animations from memory
- Improved control over the skybox and IBL by @grunthon
- Added texture coordinate controls for materials (scale/offsets)
- Added support for instanced rendering of model animations
Additional features:
- Added DoF by @jensroth-git
- Added screen space reflections
- Added support for shadow projection on 3D sprites
- Added support for generating documentation with Doxygen during build
- Fix in the handling of transformation hierarchies between meshes when loading models by @aalmkainzi
- Improved animation management (in terms of calculations and memory, although thereβs still work to be done)
- Lots of internal reorganization, adjustments, and bug fixes
Contributions
- correct scaling in animation example by @grunthon in #45
- fixed leak during R3D_Init by @aalmkainzi in #51
- fixed an issue with path concatenation during R3D_LoadModel by @aalmkainzi in #52
- recursive hierarchical model loading. by @aalmkainzi in #54
- diffuse/specular control for IBL by @grunthon in #55
- Add depth of field (DoF) post-process effect by @jensroth-git in #61
- Enhance texture format probing for macOS support by @jensroth-git in #63
- Bilinary texture filter for smoothing. by @GuvaCode in #64
New Contributors
- @aalmkainzi made their first contribution in #51
- @jensroth-git made their first contribution in #61
Full Changelog: v0.3...v0.4
What's Next
You can check the roadmap for 0.5 pre-release, although it is not exhaustive, other additions and changes may occur in the meantime: https://github.com/Bigfoot71/r3d/blob/master/ROADMAP.md
v0.3
R3D - Pre-Release 0.3
This new pre-release mainly introduces the new R3D_Mesh, R3D_Material and R3D_Model structs, replacing raylibβs original structs entirely. This makes material handling much more flexible and robust, and allows for custom implementations of meshes and models tailored for R3D.
Assimp support has also been added, bringing better 3D model loading and animation support than raylibβs default, along with many more supported formats. By default, all formats supported by raylib still work, plus FBX, with the option to load 3D models directly from memory (with some limitations for external resources).
Big thanks to @grunthon for the valuable help on this pre-release!
The work is not finished yet, next steps are detailed in ROADMAP.md
PR List
- Make R3D_SetRenderTarget const friendly by @Caduckic in #21
- Added bloom thresholds by @grunthon in #24
- Cache bloom prefilter data by @grunthon in #27
- Introduce
R3D_Model/R3D_Materialand more! by @Bigfoot71 in #29 - Fix for ternary operator with MSVC by @grunthon in #30
- Material emission assignment by @grunthon in #32
- Dithering for debanding by @grunthon in #34
- Setting blending state and Raylib by @grunthon in #36
- Fix comparison of material's albedo color alpha by @grunthon in #37
- improved precision for color conversion by @grunthon in #39
- fixing R3D_GenMeshHeightmap by @JettMonstersGoBoom in #40
- fix for unit scaling for loaded models by @grunthon in #42
New Contributors
- @Caduckic made their first contribution in #21
- @grunthon made their first contribution in #24
- @JettMonstersGoBoom made their first contribution in #40
Full Changelog: v0.2...v0.3
R3D - v0.2
R3D - Pre-Release 0.2
What's Changed
- Improved transparency support, including the addition of alpha scissor in depth shaders
- Added support for depth pre-pass in forward rendering
- Reduced VRAM usage and adjusted render passes
- New functions to access various buffers, such as normals and depth
- New functions to retrieve view/projection matrices
- Removed legacy sprite functions from the old R3D version, now obsolete
- Fixed build issues
New Contributors
- @GuvaCode made their first contribution in #7
- @learning-thing made their first contribution in #8
π§ Next Steps (0.3)
- OpenGL ES support
π Roadmap
- 0.4: OpenGL ES stabilization
- 0.5: First stable release
Full Changelog: v0.1...v0.2
R3D - v0.1
R3D - Pre-Release 0.1
π Major Features
- PBR Rendering
- Soft Shadows
- Skybox & IBL
- Particle System
- Post-Processing Effects
- Hybrid Forward/Deferred Rendering
π§ Next Steps (0.2)
- Bug fixes and adjustments
- Multi-platform compatibility testing
π Roadmap
- 0.3: OpenGL ES support
- 0.4: OpenGL ES stabilization
- 0.5: First stable release
π’ Feedback welcome!