Привет, снова! Многие наверное слышали о 3Д движке Огре для ГМ, и вот, сегодня новая версия ... к сожелению перевести не было времени, по-этому самые интересные нововведения на англ.
Bug Fixes:
Fixed GetX()/GetY()/GetZ() functions to properly return correct values when using non-default rotation mode.
Fixed SetSpriteScale() functions to scale sprites while still maintaining their original position.
Fixed SetEntityRenderingDistance() function causing an error
Fixed SetStaticGeometryRegionRenderingDistance() function not properly setting rendering distance.
Fixed issue with printing non-standard ASCII characters. For this to work you must be using a font that contains the special characters you are tryin to print, and your .fontdef file must also contain the proper code points (ie, add this to file: 'code_points 33-255'). If you create the font programmatically in script then this is already done for you.
Fixed issue with SetRibbonTrailInitialColor() defaulting to 0.0 alpha unless otherwise specified.
Fixed GetTerrainFromCameraRay() function to properly return terrain coordinates.
Fixed PSSM (Parallel-split Shadow Maps).
New Features:
Added EnableRenderWindow() function to enable/disable drawing of the GMOgre3D screen. Useful to temporarily turn off OGRE rendering so GM can render to the GM window if needed.
Added CreateGUITrueTypeFont() function for programatically adding fonts to the GUI system on the fly.
Added EnableLightCastShadows() function to turn on/off shadows per light.
Added WriteTextToTexture() function to allow text to be dynamically written to a texture.
Added CopyTexture() funcion to copy the contents of one texture to another. Can be used to merge textures dynamically.
Added SaveTextureToFile() function for saving dynamically created textures to file.
Added GetNumberOfEntities() function to retrieve the total number of entities in the current SceneManager.
Added GetSceneNodeDerivedOrientation() function to retrieve the world orientation of a scene node.
Added GenerateMeshLODLevels() function to automatically generate LOD levels for a mesh.
Added CreateMeshManualLODLevel() function to manually specify LOD levels for a mesh.
Added GetEntityParentNode() function to return nodes other than a scene node (such as a bone node).
Added AttachxxxToEntityBone() and DetachxxxFromEntityBone() functions to billboard chain, billboard set, camera, light, entity, manual object, ribbon trail, and particle system. These functions allow you to attach objects to specific bones in an entities skeleton. Useful for attaching a sword to a model's hand, etc.
Media Folder changes:
Added new sinbad.zip character pack to media\packs.
Documentation Changes:
Changed SetEntityRenderQueueGroup() function description in script to use 'entity_id' instead of 'billboard_set_id'.
Fixed description of SetTextOverlayElementTopTextColor() and SetTextOverlayElementBottomTextColor() functions in script to list the correct function name.
Added missing Mesh functions to wiki.
Fixed typo in Basic Tutorial 3 wiki. Много примеров, появился и новый, архив весит .... 45 мб ... но оно тово стоит ... СКаЧаТь Людоеда!!!!