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Releases: google/filament

v1.38.0

07 Jun 16:33
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  • engine: a new feature to set a transform on the global-scale fog [⚠️ Recompile materials]
  • engine: large-scale fog can now be opted-out on a per-renderable basis
  • engine: improve froxelizer resource efficiency [⚠️ Recompile materials]
  • matc: better accounting and validation of used samplers in user materials
  • engine: add support for sampling fog color from a custom texture [⚠️ Recompile materials]
  • vulkan: introduce new custom swapchain API
  • vulkan: new context sharing API

v1.37.0

30 May 23:26
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  • backend: added Platform blob cache APIs, typically used to cache programs [⚠️ Recompile materials]

v1.36.0

15 May 23:56
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  • engine: a local transform can now be supplied for each GPU instance [⚠️ Recompile materials]
  • everything: Add limited support for OpenGL ES 2.0 devices. [⚠️ Recompile Materials]
  • platform: New virtual on OpenGLPlatform to preserve ancillary buffers

v1.35.0

08 May 22:06
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  • materials: Materials can now access up to 4 global vec4 visible by all materials [⚠️ Recompile Materials]

v1.34.0

01 May 17:35
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  • materials: picking is done in float (prepare for ES2) [⚠️ New Material Version]
  • materials: postLightingBlending is now applied before the fog [⚠️ Recompile materials]
  • vulkan: fix adreno optimized material artifacts [⚠️ Recompile Materials]

v1.33.0

25 Apr 17:09
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  • materials: prepare ES2 support [⚠️ New Material Version]

v1.32.4

19 Apr 18:11
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  • engine: Add support for constant parameters, which are constants that can be specialized after material compilation.
  • materials: improved size reduction of OpenGL/Metal shaders by ~65% when compiling materials with
    size optimizations (matc -S) [⚠️ Recompile Materials]
  • engine: fix potential crash on Metal devices with A8X GPU (iPad Air 2) [⚠️ Recompile Materials]
  • opengl: support the external image on macOS

v1.32.3

11 Apr 18:19
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  • fog: added an option to disable the fog after a certain distance [⚠️ Recompile Materials].
  • fog: fog color now takes exposure and IBL intensity into account [⚠️ Recompile Materials].
  • materials: implement cascades debugging as a post-process [⚠️ Recompile Materials].
  • materials: use 9 digits or less for floats [⚠️ Recompile Materials].
  • gltfio: fix skinning when objects are far from the origin
  • materials: remove 4 unneeded variants from unlit materials [⚠️ Recompile Materials].

v1.32.2

05 Apr 19:55
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  • lighting: the sun disc was computed in low/medium quality instead of high quality. This will provide performance improvements to mobile devices [⚠️ Recompile Materials]

v1.32.1

21 Mar 22:51
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Merge branch 'rc/1.32.1' into release