Releases: aardvark-platform/aardvark.rendering
Releases · aardvark-platform/aardvark.rendering
5.3.7
- Various optimizations
- Added RenderTask.renderTo variants with adaptive clear values
- Fixed RenderPass.before to respect given order
- [AbstractRenderTask] Make Dispose mutually exclusive with Update and Run
- [GL] Fixed ObjectDisposedException related to invalid epilogue prev pointer
- [GLFW] Fixed vsync initialization
- [GLFW] Disabled unknown joystick axis warning
- [Vulkan] Fixed issue with pipeline statistics being wrongfully selected
5.4.0-prerelease0004
- Renamed NewInputBinding to CreateInputBinding
- Reverted renaming of provider ofDict methods
- Restored IAttributeProvider.All
- Added Signature property to ManagedPool and ManagedTracePool
- Added obsolete extensions for renamed buffer copy methods
- [GL] Removed duplicate context tracking
- [Vulkan] Fixed aspect for depth / stencil samplers
- [Vulkan] Fixed shader stage computation for dynamic effects
5.4.0-prerelease0003
- Restored IComputeRuntime.ContextLock
5.4.0-prerelease0002
- Added validation for sampler state translation
- Added texture filter reduction
- Added Blit, reworked Copy and ResolveMultisamples
- [GL] Added RuntimeConfig.AllowConcurrentResourceAccess
- [Vulkan] Fixed issue with concurrent eager destroy
5.4.0-prerelease0001
- Initial prerelease for 5.4
5.3.6
- Opc: more robust patchhierarchy caching: pro3d-space/PRo3D#283
5.3.5
- OpcPaths now more robust (images vs Images, patches vs Patches) - pro3d-space/PRo3D#280
5.3.4
- Added default component swizzle that duplicates the red channel to the green and blue channels for grayscale formats
- [Application.Slim.GL] Fixed context initialization
- [Vulkan] Fixed deadlock in concurrent descriptor set management
5.3.3
- Added union operation for IndexedGeometry
- Added IndexedGeometry primitives for arrows and coordinate crosses
- [Sg] Fixed and improved active flag cache
- [Vulkan] Fixed issue with logging shader cache reads
5.3.2
- [GL] Fixed access violation and other issues related to internal format queries
- [GL] Implemented shader caches for compute shaders
- [Vulkan] Implemented shader caches for raytracing shaders
- Improved error logging when shader cache access fails
- Reworked shader caches to use FShade-based interface serialization instead of FsPickler
- Made shader cache directory creation lazy