Aviatrix3D Changes Changes 2.1 to 2.1.1 - Completed Internationalising the codebase. All messages can now be located in the file src/config/i18n/av3dResources.properties if you wish to customise them. See the online Java tutorials about creating non-english translations of these messages. - Minor code reorganisations as needed for I18n support, such as to commonise exception generation. Changes 2.0 to 2.1 - Completed support for shaders that will allow for the majority of advanced shading techniques. This includes support for multiple render targets. - Started relocation of the SWT-specific code to the renderer packages as extensions to the core. Classes have been marked as deprecated and point to the new location. Deprecated classes will be deleted for the 3.0 version. - Marked as deprecated several OffscreenTextureSource classes and infrastructure as it was a failed attempt to do what was eventually implemented in the MRT code paths. - Started Internationalisation support for the core of the API. Not 100% complete. - Underlying upgraded j3d-org core libraries to V1.0.0. These added I18n support as a general concept to the codebase. Major Changes since 1.0 - Reorganised the interfaces to the rendering pipeline to not use most of the user-facing classes. Now uses the separate Cullable/ Renderable-derived interfaces. Some small exceptions still remaining but will be cleared by the next beta release - Introduced a lot of customisation capabilities within the pipeline, particularly with the ability to have your own culling and sorting code. - Addition of SWT lightweight rendering capabilities (Draw2D and GEF) This is somewhat a work in progress as SWT Image handles are an issue with long running code. Works on SWT 3.2 and later. - Introduction of VBO capabilities - Many package changes for the renderer/pipeline classes. Now is a little bit more easy to see what belongs where. - Ability to create multiple independent windows that share a scene graph and/or render management. - Multipass rendering ability. This allows for most multipass rendering techniques to be implemented. The one except we know of right now is shadow volumes due to the need to have a custom, infinite view frustum matrix. This will be fixed in 2.1. - Layers (compositing) and viewports within a layer can be created. - Point sprite extensions added Known Remaining Issues - Nested Pbuffer (Pbuffer using a shader/texture that uses another Pbuffer) usage still has some bugs. - BlendAttributes is missing the ability to set the blend equation - Ability to set custom view frustum matrices, which is needed for shadow rendering capabilities - Some startup/timing issues related to lightweight surfaces, particularly on OS/X 13 Oct 2008