Well, a surprising amount of little things have come up which has meant the 1.0.0 final isn’t quite done yet, but it’s really, really close now. The SDK is working for both VC6 abd VC7.0 now, I just need to ask nfz to build one for VC7.1 for me, now the scripts are all done & tested. I have onr last patch to evaluate before we put the seal on it.
I’ve been trying to take it a little easier this last week since the RC1 release since I needed a bit of a break. I’ve largely succeeded, although there have been some bugs found in wider user testing of RC1 which have needed addressing; which was the whole point of doing a release candidate of course. As of right now all the serious ones have been fixed and things are looking pretty peachy for the final.
A little addendum to my post about the Software 2.0 magazine article; the article is in fact published already in 4 languages: Polish, French, German and Spanish. Software 2.0 is going to send me a copy of each, which will be fun 😀Hope I can get the English one when it’s out to compare, otherwise I’m going to be using the fish and looking at the pictures a lot!
That’s it, Azathoth is finally out the door. A couple of last-minute problems as ever (gotta hate those), but there it is, on the stable releases list. It’s only when doing this rather historic release that I realise just how far this has come since I started OGRE on a single machine in late 2000. It’s exploded to such a degree that it’s just about a full time job (well, full time of my part time) keeping up with it.
In the background here we’re quietly creating the dependency archives, getting all the platforms finally tested, updating the documentation. A few little things have emerged near the end, as they always seem to do, but they’re all getting fixed, and there was nothing release-threatening in any case. Tonight I sort out the VC7.1 and VC8 dependencies. Tomorrow morning should be the CVS tag / branch, and with any luck 1.0.0 should be done by lunchtime.
This is the best news I’ve had in ages. The Legal Affairs Committee of the EP has demanded that the Computer Implemented Inventions Directive be completely rewritten. Not only that, they voted 19-2 in favour of this. The EC, which increasingly seems to listen only to lobbyists highly funded by the likes of patent arms-dealers (global multinational IT companies - you know who you are) and those who seek to make a killing out of a horrifically abusable patent law (read lawyers and the patent office) simply cannot ignore this.
I found out today that an article I wrote about OGRE on request from Software 2.0 Magazine has made it onto the shelves, at least it has in French and Polish. You can see the magazine cover in the French language section of their site, it’s the ‘Programmation de jeux’ issue. No, I didn’t write the article in French (or Polish), they translated it for me. The English version comes out later in the year.
I spent today making the OGRE_DOUBLE_PRECISION option, which has been there since the start but has never really been tested, work properly so that when enabled, all the internal math classes operate in double precision mode. The GPU can still only handle single-precision so there is downsampling when it comes to the actual rendering, but at least those people writing scientific apps which need this precision can use the Ogre math classes without losing that precision in the intermediate stages (and it was the comments of one real user on IRC which reminded me about this).
This is a quickie update because it’s late: I started working on a grass demo using the StaticGeometry class, and here’s an early shot: And no, I don’t know why I used that skybox, I just liked the ‘field at night’ idea with dynamic lighting and didn’t have a night time skybox to hand. 😀 Tweaking it so that the fillrate doesn’t become too much of an issue is challenging, I hope to get the grass waving with a vertex program in time for the release.
Ah, I fixed the use of animated meshes in StaticGeometry; the inclusion of blend weights / blend indices in the vertex declaration that was being copied in caused the renderer to try to blend using bone matrices that weren’t there. These meshes can now be added (although of course they are not animated once in the StaticGeometry). Here’s proof: Now to see if I can find time to write a dedicated demo for this.