在这2010s的最后一天,KlayGE发布了4.16!这个版本着重于一些比较底层的修改,能对未来的发展奠定基础。在这个过程中,有很多朋友提供了宝贵的建议和bug报告,在此表示感谢。
It’s the last day of 2010s, and it’s time to release KlayGE 4.16! In this release, many low-level changes are put in to build a solid foundation for the future. During this development cycle, many users provide great suggestions and bug reports. Thanks again for all your helps.
KlayGE 4.16的主要更新如下:
The highlighted features of KlayGE 4.16 are:
引擎方面的改进
Improvements in engine
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支持单pass多视口渲染,为高效高质量的VR/AR渲染做准备。
Enable to render to multiple viewports in one pass. It’s a solid step for efficient high-quality VR/AR rendering.
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动态切换材质更加方便。
A more convenient way to dynamically switch material.
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Fxml正式支持struct,用于构建更复杂的特效。
Struct support in fxml for building more complicated effects.
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Motion blur效果集成到deferred rendering的框架中。
Integrate motion blur effect into deferred rendering framework.
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Deferred rendering框架也支持occlusion map。
Support occlusion map in deferred rendering framework.
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新的皮肤渲染算法,性能是原先的5倍。
New skin rendering algorithm, the performance is 5x of the original one.
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新增的内存分配器,D3D12插件的性能因此提升了5%,并由进一步改进的可能。
A new memory allocator increases the performane of D3D12 plugin for 5%. It can be further improved in the future.
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新增com_ptr以提高使用COM对象的效率,并减少二进制大小。
Add a com_ptr to improve the efficiency of referencing COM objects, and reduce the binary sizes.
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用cppwinrt来取代WRL。
Use cppwinrt instead of WRL.
工程方面的改进
Improvements in engineering
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大部分第三方库可以直接从原git下载,并在编译之前打上补丁。
Most 3rd party libraries are synced from their original git repository, and patching them before building.
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支持GCC9。
GCC9 support.
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引入C++20特性。
Introduce in C++20 features.
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引入GSL库。
Introduce GSL in
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更好的交叉编译支持。
Better cross-compiling support.
其他改进
Others
KlayGE 4.16仍然使用双协议:开放源代码的GPL和封闭的KlayGE Proprietary License(KPL)。详细情况请见
Licensing。
KlayGE 4.16 is still in dual licensing: A open source license GPL and a proprietary one KlayGE Proprietary License (KPL). Details in
Licensing.
You can download KlayGE 4.16 here.
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