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Releases: google/filament

v1.32.0

14 Mar 17:48
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  • fog: fixed fog height falloff and computation precision on mobile [⚠️ Recompile Materials]
  • materials: new alphaToCoverage property can be used to control alpha to coverage behavior
  • materials: added getUserWorldFromWorldMatrix() and getUserWorldPosition() to retrieve the API-level (user) world position in materials. Deprecated getWorldOffset(). [⚠️ Recompile Materials]
  • engine: fix precision issue with shading_view in large scenes
  • vulkan: readPixels is now async (#6560)

v1.31.7

09 Mar 18:42
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Merge branch 'rc/1.31.7' into release

v1.31.6

01 Mar 19:26
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  • engine: the default render channel is now 2 instead of 0
  • gltfio: Fix crash when a MIME type has no texture provider

v1.31.5

21 Feb 21:19
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  • gltfio: fix potential early freeing of data provided with ResourceLoader::addResourceData.

v1.31.4

13 Feb 19:52
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  • engine: fix broken picking [⚠️ Recompile Materials to get the fix]
  • engine: added support for sRGB swapchains. See SwapChain.h
  • bluegl: support Windows32

v1.31.3

01 Feb 19:56
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  • vulkan: fix memory leak in readPixels
  • engine: added support for draw-commands channels (stronger ordering of commands/renderables)

v1.31.2

24 Jan 22:29
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  • Internal fixes and improvements

v1.31.1

18 Jan 22:25
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  • gltfio: expose joint inverse bind matrices via method on FilamentInstance
  • filamesh: add error when uv coords size does not match num of vertices. (#6351)

v1.31.0

10 Jan 17:52
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  • java: fix confusing typo in Camera documentation
  • engine: the output color space can be set on ColorGrading. This API currently has limitations,
    please refer to the documentation for more details
  • Support for RGTC and BPTC texture compression
  • engine: fix TransformManager high precision mode when using transactions
  • web: added TypeScript definition for Engine.destroy
  • materials: getNormalizedViewportCoord() now returns the logical (i.e. user) viewport
    normalized position and keeps z reversed [⚠️ Recompile Materials]
  • backend: workaround Adreno shader compiler bug (#6355) [⚠️ Recompile Materials]
  • geometry: change computing tangent basis from normal vector to use Frisvad's method

v1.30.0

19 Dec 19:14
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  • engine: optimize per-shadow UBO [⚠️ Recompile Materials]
  • engine: fix potential memory corruption with larger scenes
  • engine: VSM's MSAA setting is now per-view instead of per-light [⚠️ API Change]