--- Hydrax-0.5.5 -------------------------------- * CMake build system. * All files prefixed with "Hydrax". * Removing lot of compilation warnings. * Adding a very basic sample, to test the compilation result. * Resolving the "camera shifted position" bug (for example, when the camera position is updated by a nodeAnimation). * No more call to Hydrax::update. Use Hydrax::setTimeMultiplier instead! * Replaced DllExport macro to HydraxDllExport (integration compatibility enhancement). * Static build supported (needs Ogre to be built statically too, and to add the OGRE_STATIC=TRUE variable to CMake). * Correcting a bug in underwater compositor deletion (a shared_ptr was kept by the compositor chain, causing Ogre::CompositorManager to not unload the compositor correctly. Code compatible with Ogre 1.6(not tested) & 1.7 * Applying bug correction mentionned by H0THEAD (http://www.ogre3d.org/addonforums/viewtopic.php?f=20&t=14631). * Removing an update to the foam shader parameters for underwater material, as foam is not rendered when underwater. --- Hydrax-0.5.4 -------------------------------- * Added Microsoft VS2010 project (Naƫm Baron). * Fixed some GLSL shaders. * Fixed CG/HLSL shaders (not tested in previous version). --- Hydrax-0.5.3 -------------------------------- * Now Hydrax supports OGRE 1.7.X "our of the box" (not tested). * Global transparency add water colour to the objects viewed trought the free surface. * Created new noise called "Real". At now, "Real" is composed by... - Perlin noise (same released in previous versions of Hydrax) - Sea waves (That must be added at code, 3 is sufficient to most cases). - Pressure points (IDEM) * Now, underwater scattering increases with distance, not only with depth. - If the point viewed is at the other side of the free surface, scattering effect is limited to water environment. * HLSL/CG shaders have been traslated to use all new functionality (not tested). --- Hydrax-0.5.2 -------------------------------- * Added GLSL shaders support.