[翻译]OGRE 1.7.0 RC1 [爆燃者--克图格亚] 已经发布!

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We said we’d try to get this out before the end of the year, and with only hours to spare we just about made it! OGRE 1.7 has been under development for over a year now, and the time has come to draw a line under it and get it shipped as a brand new stable version. Unlike the maintenance releases we’ve been issuing regularly for 1.6, this release includes a huge number of new features and enhancements, of which the headliners are listed after the jump. Edit: I forgot to mention that this release makes official our transition to the MIT License – we’ve been using it in Subversion for a while so it slipped my mind that this is the first ‘official’ release under that license. So that’s news!

As usual, plenty of people have been testing it direct from Subversion for a while now, but even so we’re issuing it as a Release Candidate to begin with. Due to time constraints, we’re also only issuing this as a source release for the moment – prebuilt SDKs will follow in a second Release Candidate or the final.

For those of you using Subversion, the new path for Ogre 1.7 is now https://svn.ogre3d.org/svnroot/ogre/branches/v1-7. Otherwise, you can find the new release on the source downloads page.

Happy New Year!

 

Here are some of the main new features and enhancements you’ll find in OGRE 1.7:

 

 

我们在之前曾经说过要尝试在年底之前发布这个版本,我们刚刚才在剩余几个小时里完成了它的制作!现在OGRE 1.7已经完成了持续一年的开发,并且这次是一个全新的基线的稳定的版本。与我们已经定期发布的1.6维护版本所不同的是,这次的发布包含了大量新功能和改进,在这些标题之后已经列出了这些飞跃。编辑:我忘记提到了,这次正式发布我们已经转变为使用麻省理工大学许可协议---我们其实已经在svn上使用它一段时间了,因为我当时把它忘记了,这是首次“正式的”用该协议发布。所以是新闻。。!

 

通常,目前许多人已经直接从SVN上测试它一段时间了,但是即使如此我们还是首先向侯选人发布。由于时间的限制,我们此刻也只能发布一个源码版的,SDK将紧接着在第二次侯选人中发布或者最终发布。

 

你正在使用SVN的话,Ogre1.7的新路径现在是https://svn.ogre3d.org/svnroot/ogre/branches/v1-7,除此之外,你还可以在源码下载页面上找到这个新版本。

 

新年快乐!

 

这是你将在Ogre 1.7中找到的一些主要的新功能和改进:

 

 

Due to time constraints(呵呵现学现用~~~),之后的内容以后再继续翻。

 

 

///////////////////////////////////////////////////////////////2010.1.9继续翻译//////////////////////////////////////////////////////////////

License changes

  • OGRE 1.7 is now released under the MIT License

许可的改变:

      OGRE 1.7 现在是跟据麻省理工大学许可中的条款发布。

 

 

 

Compositor changes

  • Allow ‘pooled’ compositor surfaces.
    • Separate compositor instances using the same size & format surfaces can share them, saving memory
    • System detects the compositor instance chaining to avoid problems with interdependence
    • ‘pooled’ has to be explicitly enabled on texture definitions, it is not the default because once enabled you cannot necessarily rely on being able to see all the intermediate texture results (because they can be ping-ponging across shared textures); people may be relying on this

 

合成器的改变:

       ·允许"pooles"合成器表面.

               不同的合成器实例使用一个相同大小&格式的表面时可以共用他们了,这样可以节省内存

               系统检测这个合成器实例链以避免相互依赖的问题。

               "pooles"属性是要在纹理定义之时明确激活的,他不是默认激活的,因为一旦它被激活,你必定不能指望看到所有中间纹理的结果。(因为它们能被交叉共用的纹理);有些人也许依赖这一点。

  • Manual switching between supported compositor techniques is now possible on the fly
    • Compositor techniques can now have ’scheme’ names, you can manually switch between supported techniques using the scheme name to drop to different approaches for reasons other than hardware compatibility (performance, alternative tweaks etc)
    • You can keep & share the textures used by previously active techniques so switching back & forth is faster (must use ‘pooled’ option for this).

      ·现在能够在运行时手动交换两个合成器技术.

               合成器技术现在有一个'scheme'的复合名,你能手动的交换两个被支持的技术,通过这个scheme命名来省去各式各样的方法,除非你为了硬件兼容性(性能,取舍是很困难的)。

               你能通过先前激活的技术保存&共享这个用过的纹理,那么还原或者向前都会比以前更快的。(为了这个功能你必须使用"pooled"选项)

  • Compositors can- now specify if they don’t want to inherit the FSAA setting from the main target for texture definitions (’no_fsaa’)

      如果它们不想要从主目标继承这个FSAA设定,现在合成器能明确指定纹理为'no_fsaa'。

  • Compositors can now turn on sRGB gamma conversion per texture definition instead of just inheriting from the main surface (’gamma’)

    合成器现在能打开 “逐纹理sRGB gamma 转换功能(gamma)” 以替代仅仅从主表面继承的方法。
  • Cross-compositor communication (from SoC2009 Compositor)
    • Define a texture as accessible from other locations by the chain_scope or global_scope directive in the texture definition
    • Reference a texture from a different compositor in the chain (or in general) using the texture_ref directive

            合成器之间的交叉通信(来自2009夏季代码大赛)
                     定义一个从其它位置很容易获得的纹理,可以通过这个正式的纹理定义 chain_scope 或者 global_scope。
                    要引用一个来自于同一个链中(或者在通用里)的不同的合成器中的一个纹理,可以使用这个 texture_ref 指令.

  • Compositor <-> code connection improvements (from SoC2009 Compositor)
    • It is now possible to define a custom composition pass (instead of just quad/scene/clear) in code and trigger it using the render_custom composition pass type.
    • You can now link between a compositor and related code (for example, a compositor listener) automatically using CompositorLogics.

            合成器和代码之间连接的改善(来自2009夏季代码大赛)

                      它现在是可以在代码和触发器中定义一个自定义合成器pass(而不只是 quad/scene/clear),它使用render_custom 这个pass类型.
                      你现在能把一个合成器和相关代码做连接了,它可以自动的使用合成器逻辑(例如,a compositor listener).

 

 

SceneManager changes (from SoC2009 Compositor)

  • It is now possible to pause a frame’s rendering mid-way (for example, during a callback called in the middle of the process) to trigger a side render and then resume rendering. See SceneManager::_pauseFrame and SceneManager::_resumeFrame.
  • Added an option to manually trigger the updating of shadow textures for specific lights. See SceneManager::prepareShadowTextures. The combination of the two new additions allow reusing a single texture for multiple shadowmaps.  

 场景管理器改变 (来自2009夏季代码大赛)

         它现在可以在中途暂停一帧的渲染(例如,在一个进程的中间里回调的时期)来触发一个侧面渲染,然后重新开始渲染。详见 SceneManager::_pauseFrame and SceneManager::_resumeFrame.

         额外添加一个选项手动触发这个阴影帖图的更新为了指定的光照。详见SceneManager::prepareShadowTextures.  这两个新增功能的结合可以允许你重用一个纹理为了多重阴影。

 

  • New Sample Browser (from SoC2009_Samples)
    • Instead of many separate demos, we now have one integrated sample browser
    • Samples are pluggable libraries that can be reloaded at runtime without restarting the browser
    • A simple ‘tray’ system is used to make sample GUI controls easy to create
  • 新加的例子浏览器(来自2009夏季代码大赛)
          替代之前的许多不同的demo,我们现在有一个完整的例子浏览器
          例子们都是可插拔的库,能在运行时被重新加载而不用重新启动浏览器。
          一个简单的转盘系统是被用来制作例子的简单创建的界面控件

     

  • Antialising changes
    • Support for Coverage Sampled AA (CSAA) – Dx9 & Dx10 only for now
    • Unified & simplified AA settings
      • on Root’s config options the setting is now called ‘FSAA’ in all cases, and consist of samples and a hint string (separated by spaces)
      • on the miscParams to createRenderWindow you can supply ‘FSAA’ and ‘FSAAHint’. The former is the number of samples, the latter any hinting (e.g. ‘Quality’)

    抗锯齿的改变
           支持CSAA,在目前这个时候只能在dx9或dx10里使用。
            标准的或者简化的抗钜齿设置
                 在所有情况下,Root的配置选项上这个设置目前被称为'FSAA',并且由采样方式和一个提示字符串组成(通过空格隔开)
                 在createRenderWindow的miscParams参数上你可以提供 "FSAA" 和 "FSAAHint"参数,前者是这个采样的倍数,后者是一些提示(质量)

     

  • Light changes
    • Near/far plane settings for shadow cameras can now be manually configured per light if required
    • You can now mask lights out per object by calling MovableObject::setLightMask – a renderable object’s mask is bitwise and’ed with the light’s mask and the light is excluded if the result is 0.
  • 光照的改变
          阴影摄像机的近/远裁减面设置现在能被每个灯光手动配置了,如果你需要的话。
          你现在可以通过调用MovableObject::setLightMask来遮盖光照,一个可渲染物体的掩码是一个逐位的与这个灯光的掩码有关,并且如果结果是0,这个灯光是被排除的。

     

  • LOD changes (from Soc2008_LOD)
    • LOD no longer has to use distance as a metric for changing LOD levels
    • LodStrategy can now be set on both Material and Mesh, to either Distance or PixelCount (new strategies can also be added)
  • STL container changes
    • All STL containers now use custom memory allocators
  • LOD的改变
          LOD不再是使用以米为单位的距离来改变LOD级别了。
          LOD策略现在在材质和网格上都能被设置,不是按距离的就是像素计数。(新策略也能被添加的)

    STL容器
          所有的STL 容器现在使用自定义的内存分配器.

     

    Optimisations

    • Fixed-function light state is now handled more intelligently, leading to better performance with large numbers of objects
    • Shader parameters are now updated more selectively, reducing unnecessary updates

    优化
          固定管线的光照状态现在被更聪明的处理,当物体数量巨大的时候能导致更好的性能。
          更新着色器参数现在有更大的选择性,减少不必要的更新。

     

    GpuProgramParameters changes

    • Support added for shared parameter sets which allow you to define / update shader variables for many programs and materials in one place. See GpuProgramManager::createSharedParamerers
    • Use shared_params, shared_param_named and shared_params_ref in scripts to define and reference shared parameter sets.
    • Parameters are now automatically migrated when the program they are based on is changed and reloaded; any parameters which still apply are merged into the new parameters

     Gpu程序参数的改变(这一段翻译可能不正确)
        增加了共享参数集的支持,允许你定义/更新shader变量为了在一起的许多程序和材质.参考

    GpuProgramManager::createSharedParamerers.
        使用 shared_params , shared_param_named 和 shared_params_ref 在脚本里定义和引用共享参数集
        参数现在是自动迁移的,在这个程序是被改变和被重新加载的时候,一些参数被合并到新参数里。

     

    Archive changes

    • Archive now supports create and remove of files (FileSystem only implemented for now)

    档案的改变
        档案现在支持创建和移除文件夹了(现在仅在FileSystem才生效)

     

    DataStream changes

    • Writeable data streams are now supported (FileSystem only implemented for now) 

    数据流的改变
        可写的数据流,目前是被支持的。(现在仅在FileSystem才生效)
      

     

    File handling changes

    • New class StreamSerialiser is the new way to read & write binary chunk-based formats

    文件处理的改变
        新加的一个类 StreamSerialiser 是读写二进制数据基本格式的新方法。

     

     

  • Build changes
    • Cmake is now used to generate project files, separate explicitly maintained build systems are being removed. See Building With CMake

    Build的改变
        Cmake现在被用来生成项目文件的,separate explicitly maintained build systems是被移除的。详见 Building With CMake.

     

  • RenderWindow changes
    • miscParams now supports ‘vsyncInterval’ option, allowing you to sync to a multiple of the refresh rate if you want (and the hardware supports it)
  • RenderWindow的改变
        miscParams参数现在支持 “vsyncInterval”选项,允许你按一个倍数同步刷新率,如果你想要的话(并且硬件也要支持它)

     

     

  • Viewport changes
    • Added clear method to manually clear any combination of colour/depth/stencil to a specified value without performing an update.

  • 视口的改变
        增加了一个clear方法来手动清除任何 颜色/深度/模板的组合,这个指定值不执行更新操作。

     

     

     

  • Image changes
    • Added loadTwoImagesAsRGBA and combineTwoImagesAsRGBA to make it easier to construct combined normal/height and diffuse/specular images etc

  • 图片的改变
        增加了 loadTwoImagesAsRGBA 和 combineTwoImagesAsRGBA 这两个方法,使用它可以更容易的构造 法线/高度图 和 漫反射/高光图等组合

     

  • New Paging Component
    • SceneManager-independent, separate optional component (OGRE_HOME/Components/Paging)
    • Pluggable strategy components to control paging strategy for a section of the scene
    • Pluggable content components to control paging of content
    • Plugggable collection components so that paged elements can be composed or selected between in different ways (e.g. paging many LOD levels within a page)

  • 新的分页组件
        从场景管理器中独立,成为几个不同的可选组件。
        可插拔的策略组件来控制分页策略为了这个场景的一部分。
        可插拔的内容组件来控制分页的内容
        可插拔的集合组件以便于已分页的元素能在两个不同的方法间被组合或者选择(比如 分页中的许多LOD级别一个页面范围里)

     

    New Terrain Component

    • SceneManager-independent, separate optional component (OGRE_HOME/Components/Terrain)
    • Inherently editable
    • Hierarchical geometry batching; batch counts reduce at lower LODs as well as vertex count. At the lowest level of detail, the entire terrain page is a single batch.
    • LOD now adapts in real-time to camera settings (viewport sizes & LOD bias) so you can use the same terrain with multiple views efficiently
    • Skirts are used instead of stitching to avoid cracks in geometry; this means fewer indexing arrangements & lower overall index buffer usage
    • Saving & loading of terrain built in, including loading / processing in a background thread
    • In-built support for splatting layers, configurable sampler inputs and pluggable material generators
    • Support for generating global normal maps and light maps, in a background thread

    新的地形组件

       从场景管理器中独立出来,分离为可选择的组件
       内置可编辑功能

       几何体分级批次渲染;批次渲染数量随着更低的LOD级别缩减,在细节的最低级别,整个地形分页是一个单独的批次。

       现在配置LOD在实时摄像机设置里(视口大小 与 LOD 偏移), 所以你能使用一样的地形加倍视图效率。

       边缘是使用缝合来避免几何体的裂缝;这意味着更少的安排索引与更低的综合索引缓冲的用法。
       地形的保存与加载是内置的,包含后台线程载入和处理。
       内置支持帖图层,可配置的输入采样器和可插拔的材质生成。

       支持生成全局法线帖图和光照帖图,在一个后台线程里。

     

     

    之后的内容以后再继续翻~~~

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