经过KlayGE团队半年的努力,KlayGE 4.0.0正式发布了!作为一个大版本,KlayGE开始由一堆发散的功能集走向一个以Deferred Rendeirng为核心的系统。并且开始支持新平台Android。主要更新如下:
- Deferred Rendering layer集成到核心中
- 全局光照得到了很大的加速
- 支持Android(在王锐的协助下完成)
- 支持实时焦散(由Parsifal Wang完成)
- 蒙皮动画支持Dual quaternion(由Honyeung Lau、Xiaoyang Zhu完成)
- 增加了资源载入框架(由郭鹏设计)
- 改进的SSVO(由吴野完成)
- 骨骼数据压缩
- 用Phong Tessellation代替PN-Triangles
- 支持渲染到纹理数组
- 支持parallax occlusion mapping
从此处下载KlayGE 4.0.0。
与此同时,从4.0开始,KlayGE转为使用双协议:开放源代码的GPL和封闭的KlayGE Proprietary License(KPL)。详细情况请见Licensing。
With the effort of the whole team, KlayGE 4.0.0 released today! As a major update, KlayGE is starting to evolute from a bunch of independent feature sets to a Deferred Rendering based system. And a new platform Android is supported, too. The main updates are:
- Deferred Rendering layer is integrated into Core
- Global illumination speed-up much
- Support Android (Assisted by Rui Wang)
- Support real-time caustics (by Parsifal Wang)
- Skinning by dual quaternion (by Honyeung Lau, Xiaoyang Zhu)
- Add resource loading framework (Designed by Peng Guo)
- Improved SSVO (by Ye Wu)
- Skinning data compression
- Use Phong Tessellation instead of PN-Triangles
- Support render-to-texture-array
- Support parallax occlusion mapping
You can download KlayGE 4.0.0 here.
Meanwhile, starting from 4.0, KlayGE is switched to dual license: A open source license GPL and a proprietary one KlayGE Proprietary License (KPL). Details in Licensing.
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