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You can now activate multi-sampling on iOS using
Window.AntiAliasing := aa4SamplesFaster. You should set this before window is opened, which usually means it should be done in the
initialization section of a unit like
What values of AntiAliasing are actually meaningful?
Internally iOS supports only “none” or “4” multi-sampling values. So actually there are only 2 different states on iOS depending on
aa2Samples* -> means no anti-aliasing
aa4Samples* and higher options -> means 4x anti-aliasing
The suffix “faster” or “nicer” also doesn’t matter for anti-aliasing on iOS, e.g.
aa4SamplesNicer are equivalent. This suffix matters only on OpenGL with
Unfortunately the log always says
Current: 1 samples per pixel because it seems Apple didn’t bother to implement
glGetInteger(GL_SAMPLES) correctly. It always returns 0 (so it would seem that no multi-sampling happens).
But if one looks at actual rendering, then yes, multi-sampling does make an effect!
Actually, it seems that iOS always does some multi-sampling, which I guess is just something they do on the high pixel resolutions on iOS (these are results of my tests on iPhone SE). But there’s definitely more multi-sampling when you request
aa4SamplesFaster than if you leave it at
aaNone. See the screenshots from iOS device with and without multi-sampling requested on the side of this post. They show an unlit box, which should produce very sharp edge without anti-aliasing (see desktop screenshot).
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We’re busy doing a lot of things 🙂
The pull request with our own sprite sheet editor and format is in-progress. Thanks to Andrzej Kilijański!
New tutorial is being finished: using CGE editor, from scratch to a complete game. Thanks to Eugene Loza!
GPU-based particles in 2D and 3D. See forum posts about GPU-based 3D particle system for CGE (with editor), 2D particle system now supports GPU-based particles. Thanks to Trung Le (Kagamma)!
Try it out already — I want to make dedicated posts about them, and also think about integrating into engine core in the future.
The new engine features available now as part of regular engine download:
CGE editor: Directory operations: create, delete directory from the editor. Proper refresh (to show new dirs on the left, available in both panels, done automatically too when switching applications).
CGE editor: Undo for properties changed by a dialog (thanks to Eugene Loza).
CGE editor: Easier textual input of
TCastleTransform.Scale, you can just type a single float (by Andrzej Kilijański and Michalis).
CGE editor: Less alarming exception messages. Better behavior when opening invalid design files.
CGE editor: Remembers window state and sizes (thanks to Eugene Loza).
glTF: Support STEP interpolation in animations (you can try glTF-Sample-Models/2.0/InterpolationTest/ (from Khronos) to test).
glTF: Important reading fix, in particular visible on some Kenney glTF models.
Sprite sheets and images loaded to
TCastleScene: by default do not force power-of-2 texture.
Physics: gravity strength, very useful for 2D game when often 1 unit is not 1 meter (thanks to Andrzej Kilijański).
Physics: capsule collider (thanks to Andrzej Kilijański).
Transform feedback (TGLSLProgram.SetTransformFeedbackVaryings) with demo in examples/3d_rendering_processing/transform_feedback.lpr (thanks to Trung Le (Kagamma)).
Theme images now use TCastlePersistentImage (thanks to Eugene Loza). Updated documentation about theme — the usage is now often simpler.
Fixes to handlings URLs with anchors (by Andrzej Kilijański and Michalis).