Quake 3 Map Loader now supports curved surfaces

14
Nov
0

The Quake 3 Map Loader now supports curved surfaces, thanks to by Dean P. Macri
  who sent in his code. (He also sent in lots of other cool stuff, which I will merge
  with the code of next releases, lots of thanks to him!)

- It is now possible to control what text is printed out to the console and
  the debug window of Visual Studio. By getting a pointer to the ILogger
  interface, is is possible to adjust if Warning, Error or Informational
  texts should be printed out. In addition, now every text can be catched
  by the event receiver.

some support for outdoor or terrain rendering

11
Nov
0

There is now some support for outdoor or terrain rendering available.
  You can create a static mesh from a heightmap and a texture using
  ISceneManager::addTerrainMesh(). You can specify a huge texture if you
  like, even bigger as your hardware allows to render, because the texture
  will be splitted up if necessary.
  Another possibility for doing terrain rendering is the new Terrain Scene
  node. But it is only in a very early alpha stage, I disabled for example
  the use of different level of details.

- It is now possible to load software images into memory from files on
  disk, without creating a hardware texture. You can do this by calling
  IVideoDriver::createImageFromFile(). This is very useful for example
  for loading heighmaps for terrain renderers.

changing the texture creation mode of the IVideoDriver

9
Nov
0

The engine does no more use only 16 bit textures internaly. Now all
  other texture formats are supported too. This means higher precision
  and better quality images. In this context, the ISurface interface has
  been replaced by IImage, and the ISurfaceLoader by IImageLoader.

- By changing the texture creation mode of the IVideoDriver, it is now
  possible to influence how textures are created: You can choose between
  ‘optimized for speed’, ‘optimized for quality’ or simply set constant
  bit depth like ‘always 32 bit’. Also, you can now enable and disable
  Mip map generation with these flags. Take a look at
  IVideoDriver::setTextureCreationFlag() for details.

Multitexturing now works with linux

7
Nov
0

Multitexturing now works with linux, too. Thanx to Jon Pry again, for showing
  me where the problem was.

- The bug (reported by saigumi) preventing scene nodes attached to a camera
  from moving correctly is now fixed.

- The “Climb-Walls” bug (reported first by Matthias Gall) is fixed. Gravity
  acceleration is now quadratic instead of linear.

- A warning is now printed out, if more vertices are rendererd with one call
  than the hardware supports.

Irrlicht.DLL version and header version

6
Nov
0

Before starting up the engine, a version check now is performed and a warning is
  written, if Irrlicht.DLL version and header version of your application do
  not match.

- A bug with the skybox has been fixed: In OpenGL, it was possible to see the
  borders of the skybox. In addition, when a skybox was visible, there were
  errors in the texture coordinates of other meshes. This is all fixed now.

- A bug has been fixed causing the engine to crash when removing gui childs
  which where created inside the .dll but are removed from outside.

- A bug was fixed causing the engine to crash when drawing debug data of
  octtree scene nodes with geometry data with vertices with one texture
  coordiante.