... which is needed to avoid compilation error with recent LLVM libc++ (after https://reviews.llvm.org/D146097). Previously, symbols like std::terminate() were available through other headers (e.g. <functional>, <vector>, etc.).
- FogOption::color is now correctly multiplied by the exposure and
environment intensity.
- New option to exclude the skybox from the fog
- better documentation and naming
In device vertex domain it is easy to specify infinite world-space
coordinated (e.g. with the skybox), this results in complications
everywhere. We were mitigating this by essentially moving these
coordinates to around 16000 (give or take depending on the near plane),
but that was way too small.
Now we move them around 1e19, which seems to work. It's important with
applications rendering very large scenes to not use too small of a value.
This happened because the code iterated over the keys of a hashmap,
which obviously were not guaranteed to be in the same order as those
entries where added to the hashmap.
We fix this by adding a "visitor" to the materialchunk, so we can
iterate through it in order and retried the info we need.
When we call TextureProvider::cancelDecoding, we should make sure
that textures that have been decoded, but not yet used (popped)
should be released (i.e. memory freed and the meta data marked
appropriately.)
The PixelBufferDescriptor was not being deallocated properly, which
resulted in the leak. This patch explicitly deletes the
PixelBufferDescriptor at the end of the callback to prevent the leak
.This is necessary as the move constructor does not automatically
deallocate the existing PixelBufferDescriptor.
An attachment would be wrongly discarded if used as read-only: because
it didn't have a dependency to it, the discard flag was set.
This is fixed by setting the discard flag only if a resource is written
and has dependencies to it.
Should fix: #5005
- Add a TaskHandler class for process events on the backend
thread
- Check fence status when handler runs and copy bits to the client
when the fence is reached.
* Add way to retrieve the user world-space in materials
added `getUserWorldFromWorldMatrix()` and `getUserWorldPosition()` to
retrieve the API-level (user) world position in materials.
Deprecated `getWorldOffset()`
`getWorldOffset` didn't work when an IBL rotation was applied.
* fix large scenes with an ibl rotation
Rotate the IBL around the camera instead of the world so that the camera
is always at the origin regardless of the rotation.