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Releases: scenerygraphics/scenery

scenery 0.7.0 beta 7

19 Nov 14:11
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scenery 0.7.0 beta 7 Pre-release
Pre-release

Release Highlights

  • RaycastResult includes more metadata (BREAKING CHANGE)
  • H264Encoder now writes videos that are compatible with QuickTime without re-encoding
  • Camera got a showMessage(text) method to show messages to the user
  • OpenVRHMD has support for key repeats
  • fixes wrong default blending options in Blending and TextBoard
  • fixes wrong UV coordinate generation in Icosphere

The release also includes further small changes and fixes. For full details, see the CHANGELOG.

scenery 0.7.0 beta 6

06 Nov 16:18
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scenery 0.7.0 beta 6 Pre-release
Pre-release

Release Highlights

  • wireframe rendering (see Material.wireframe)
  • JavaFX support has been factored out to a separate project (BREAKING CHANGE)
  • support for all Vulkan/OpenGL texture repeat modes (BREAKING CHANGE)
  • CPU-based ray sampling for volumes

The release also includes a lot of bug fixes. For full details, see the CHANGELOG.

scenery 0.7.0 beta 5

24 May 15:14
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scenery 0.7.0 beta 5 Pre-release
Pre-release

Bugfix release

  • fixes a breaking issue from beta 4.
  • introduces unit tests for Settings and InputHandler
  • updates lighting setup for tests

Further Release Highlights

  • support for jitpack.io -- use any commit in the repository as version
  • multithreaded video encoding for H264 created by the renderers
  • Volume: support for sampling from volumetric data
  • switch to 16bit HDR rendering targets for improved performance
  • various fixes for distributed rendering

For full details, see the CHANGELOG.

scenery 0.7.0 beta 4

23 May 15:51
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scenery 0.7.0 beta 4 Pre-release
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DON'T USE

This release has a breaking issue. Please use scenery 0.7.0-beta-5 instead!

Release Highlights

  • support for jitpack.io -- use any commit in the repository as version
  • multithreaded video encoding for H264 created by the renderers
  • Volume: support for sampling from volumetric data
  • switch to 16bit HDR rendering targets for improved performance
  • various fixes for distributed rendering

For full details, see the CHANGELOG.

scenery 0.7.0 beta 3

02 Apr 20:22
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scenery 0.7.0 beta 3 Pre-release
Pre-release

Release Highlights

  • Volume: Use same coordinate system as meshes, and make 1 voxel equivalent to 0.001 world units (= 1mm)
  • Volume: Remove autosetProperties (BREAKING CHANGE)
  • SceneryBase: Allow replaceRenderer() to be blocking, set wait=true to use this
  • VulkanRenderer: Take texture repeat settings into consideration and recreate samplers on update (#236)
  • Volume: Update outdated SPIRV binary shaders

For full details, see the CHANGELOG.

scenery 0.7.0 beta 2

23 Mar 16:11
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scenery 0.7.0 beta 2 Pre-release
Pre-release

Release Highlights

  • introduces frustum culling
  • refactors instancing (BREAKING CHANGE!)
  • adds device connect/disconnect handlers to TrackerInput (and therefore OpenVRHMD, TrackedStereoGlasses, and Hololens)

For full details, see the CHANGELOG.

scenery 0.7.0 beta 1

23 Mar 16:09
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scenery 0.7.0 beta 1 Pre-release
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Release Highlights

For full details, see the CHANGELOG.

scenery 0.6.2

17 Oct 11:54
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scenery 0.6.2 Pre-release
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Bugfix release

  • VulkanRenderer/OpenGLRenderer: Revamp and improve handling of renderers when embedded in JavaFX panels (SceneryPanel)
  • Volume: circumvent race condition when updating volumes with improved locking code
  • VulkanRenderer/OpenGLRenderer: initialize spirvcrossj statically (once-per-process)

For full details, see the CHANGELOG.

scenery 0.6.1

09 Oct 14:39
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scenery 0.6.1 Pre-release
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Bugfix release

  • Volume: Fixes normalisation for all volume rendering methods
  • REPL: Fixes a typo in the startup script

For a full list of changes, see the CHANGELOG.

scenery 0.6.0

04 Oct 15:57
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scenery 0.6.0 Pre-release
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Release Highlights

  • introduces on-the-fly switchable renderers
  • adds HBAO as default ambient occlusion algorithm
  • Breaking change: This Release changes the way shaders are handled by Nodes. It removes Node.useClassDerivedShader and replaces it with a unified and more flexible system that also allows for shader factories. See Shaders and ShaderFactory (#203)

For full details, please refer to the CHANGELOG.