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New class TCastleScreenEffects offers easier, and at the same time more flexible API to control screen effects.
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It has a simple AddScreenEffect method that takes X3D node graph with
TScreenEffectNode. -
New demo showing screen effects is in examples/screen_effects_demo.
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The screen effects can now be applied over any other UI control output (placed as children of
TCastleScreenEffects). E.g. trivialTCastleImageControlor complicatedTCastleSceneManager.For the special case when using with TCastleAbstractViewport (
TCastleSceneManager,TCastleViewport), it is even easier, asTCastleAbstractViewportnow descends fromTCastleScreenEffects, and exposesAddScreenEffectmethod immediately. -
We have also added new (float-based) GLSL functions available for screen effects authors. The documentation how to create screen effects shader code is here.
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An important optimization of Text node memory usage. Previously a scene with many Text nodes could really eat a lot of memory.
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BLEND*multi-texture modes fixed, and many multi-texture modes that can work only on RGB/alpha channels implemented in the shader pipeline. The specification of all supported multi-texturing modes is here.


