Difference between revisions of "History"
Gongminmin (Talk | contribs) |
Gongminmin (Talk | contribs) |
||
(19 intermediate revisions by one user not shown) | |||
Line 2: | Line 2: | ||
The main updates of each version of [[KlayGE]] are shown below: | The main updates of each version of [[KlayGE]] are shown below: | ||
+ | |||
+ | '''4.10 (2016.12.24)''' | ||
+ | |||
+ | See http://www.klayge.org/?p=3514 | ||
+ | |||
+ | '''4.9 (2016.6.28)''' | ||
+ | |||
+ | See http://www.klayge.org/?p=3472 | ||
+ | |||
+ | |||
+ | '''4.8 (2015.12.28)''' | ||
+ | * Improvements in engine | ||
+ | D3D12 plugin。 | ||
+ | Async resource creation for simplifying the code of resource loading. | ||
+ | Adds a sync primitive between CPU and GPU. | ||
+ | Supports texture array in OpenGL and OpenGLES plugins. | ||
+ | Faster reflection rendering. | ||
+ | SIMD math library. Extends the math library into a SIMD implementation. (Done by Zhichao Liu and Chengdan Ni) | ||
+ | Refactor the workflow of shader compiling. (Assisted by Kanglai Qian) | ||
+ | Adds a sample for using audio engine. | ||
+ | * Improvements in engineering | ||
+ | Keep improving engineering system. | ||
+ | Adapt to C++11. | ||
+ | Remove supporting of some old compilers. | ||
+ | Improve the performance on OSX. (Done by Kanglai Qian) | ||
+ | * Improvements in mobile | ||
+ | Reduce memory consumption. | ||
+ | UWP supports, works on Win10 and Win10 mobile. | ||
+ | Supports the latest GLES 3.2. | ||
+ | Enables sRGB on GLES plugin for better image quality. | ||
+ | Supports Android 5.1. (Done by Kanglai Qian) | ||
+ | * Other improvements | ||
+ | Multiple bug fixed and performance tuning. | ||
+ | |||
+ | '''4.7 (2015.06.30)''' | ||
+ | * Improvements in engine | ||
+ | MacOSX as a full dev platform. In last version, compiling shaders still need to be done on Windows. Now it’s not necessary anymore. (Done by Kanglai Qian) | ||
+ | Transient Buffer. Efficient GPU buffer management for speeding up UI and text rendering. (Done by Shenghua Lin) | ||
+ | Hardware detection. In-engine hardware detection component. Retrieving information such as model and frequencies of main board and memory. (Done by Boxiang Pei) | ||
+ | Automatic testing framework. A simple framework for testing some components. | ||
+ | High speed BC7 compressor. | ||
+ | Integrate SSSSS into deferred framework. | ||
+ | Tesellation shader in OpenGL. | ||
+ | * Improvements in engineering | ||
+ | Migrated to git. | ||
+ | Improves the management 3rd party libraries and resource files. | ||
+ | VC14 support. | ||
+ | Remove the support of old platforms. | ||
+ | * Improvements in mobile | ||
+ | Port to iOS. It’s able to run on some iOS devices. (Done by Kanglai Qian) | ||
+ | Fine tune on D3D11 feature level 9.3. | ||
+ | Supports OpenGLES 3.0 on ANGLE. (Assisted by Pengcheng Dong) | ||
+ | * Other improvements | ||
+ | Multiple bug fixed | ||
+ | |||
+ | '''4.6 (2014.12.24)''' | ||
+ | * Improvements in engine | ||
+ | Modernized OpenGL, assisted by Honyeung Lau. Adding OpenGL 3.x features such as uniform buffer, debug output, etc. OpenGLES plugin are also enhanced. | ||
+ | Improved DXBC2GLSL. Shenghua Lin further improved the DXBC2GLSL, adding HS/DS/CS supports. | ||
+ | Supports the latest OpenGL 4.5. | ||
+ | Improved OpenGL compatibilities on AMD and Intel cards. | ||
+ | Area lighting supports. Adding sphere and tube shape area light. (assisted by Kang Liu) | ||
+ | More Android input devices, including keyboard, mouse, joy stick and more sensors. | ||
+ | Environment lighting. Supports physically-based environment lighting. | ||
+ | Full app life cycle. Supports suspend and resume on mobile platforms. | ||
+ | Advanced texture compression library. Supports decompression of BC1-7 and ETC1/2, fast and high quality compression of BC1-5 and ETC1. | ||
+ | Model viewer and material editor. (assisted by Shenghua Lin, introduces C# WPF UI for the first time) | ||
+ | Experimentally supports OSX. (Done by Kanglai Qian. Porting to a new platform by a team member for the first time. Land on an Apple’s platform for the first time) | ||
+ | * Improvements in engineering | ||
+ | CMake-ified Boost, easier to build. | ||
+ | Introducing C# for UI, cross-calling with C++ core. | ||
+ | Take x64 as the default build for the first time. If you need x86 binaries, please build it yourself. | ||
+ | Not building with xp toolset for the first time. If you need running on WinXP, please build it yourself. | ||
+ | * Improvements in mobile | ||
+ | Supports Windows Phone. | ||
+ | Supports WinRT ARM. | ||
+ | Supports 64-bit Android. (For the first time supports an unreleased platform) | ||
+ | Customized stream buffer, improving package file reading on Android. | ||
+ | * Other improvements | ||
+ | Multiple bug fixed | ||
+ | |||
+ | '''4.5 (2014.06.28)''' | ||
+ | * New sub-project | ||
+ | DXBC2GLSL. A library and tool finished by Shenghua Lin. | ||
+ | * Improvements in engine | ||
+ | Better normal representation in G-Buffer. | ||
+ | Compute shader based TBDR. | ||
+ | Supports Occlus Rift’s input and stereoscopic display. Implemented by Ming Tu. | ||
+ | Hierarchical scene object simplified scene management. | ||
+ | A new distance-based font generation algorithm. Suggested by He Zhou. | ||
+ | Supports D3D 11.2. | ||
+ | Improved RenderEffect | ||
+ | Remove pre-define macros in runtime. Use <macro> and <include> instead. Please see GBufferSkinning128.fxml. | ||
+ | Speed up effect loading. | ||
+ | Recursive include support. | ||
+ | CBuffer in effect. | ||
+ | Sensor input. Supports many types of sensors in Windows, WinRT and Android. | ||
+ | In-engine profiler to help developers do the profiling in high level. | ||
+ | * Improvements in engineering | ||
+ | Using the same CMake files for managing Windows, Linux, Android and WinRT projects. | ||
+ | Supports compiling by Clang. But because of a bug in Clang’s importer and exporter, linking on Windows fails. | ||
+ | C++11 compliance | ||
+ | Remove large binary files from repository. | ||
+ | New file naming convention. Allow files from different compiler coexists in the same folder. | ||
+ | * Improvements in mobile | ||
+ | Deferred frame starts to support mobile platform. | ||
+ | Fully support platforms without float point texture. | ||
+ | Reduce memory consuming of rendering system. | ||
+ | More samples running on mobile platform. | ||
+ | * Other improvements | ||
+ | Multiple bug fixed | ||
+ | |||
+ | '''4.4 (2013.12.24)''' | ||
+ | '''Improved building system''' | ||
+ | * Use MSBuild if possible | ||
+ | * Build external libraries by cmake | ||
+ | * Simplify build configuration by automatic search for OpenGLES SDK | ||
+ | '''OpenGL ES 3.0 support''' | ||
+ | '''Tile-based deferred rendering''' | ||
+ | OpenGL 4.4 support | ||
+ | Multi-resolution layer | ||
+ | High quality terrain (assisted by Wenquan Sun) | ||
+ | Screen space sub surface scattering and translucency (by Yulong Shi) | ||
+ | Post process resizer | ||
+ | Multithread updating and rendering (suggested by oz01) | ||
+ | Rework on ParticleSystem | ||
+ | Switch from VSM to ESM | ||
+ | Support frame buffer discard | ||
+ | Improved [[Juda texture]] | ||
+ | Output runtime log to a file (suggested by Yulong Shi) | ||
+ | |||
+ | '''4.3 (2013.6.27)''' | ||
+ | '''A new subproject KFL''' | ||
+ | '''Script engine (by Rui Wang, aka Array)''' | ||
+ | High quality detail effect | ||
+ | Improved Deferred Rendering | ||
+ | * Improved shadow generation (by Yuan Li, aka Vanish) | ||
+ | * Separate GI from deferred framework | ||
+ | * Refactor (suggested by lcbiotech) | ||
+ | Large scale shadow | ||
+ | Built by official Android NDK r8 | ||
+ | New input system, with touch input support | ||
+ | Non-block resource loading and managing (suggested by lcbiotech) | ||
+ | Enhanced stereo output (with Wenquan Sun's help) | ||
+ | Ability to embed into other GUI frameworks | ||
+ | Supports multiple OIT methods | ||
+ | Use C++11 to replace some boost sub-libraries | ||
+ | |||
+ | '''4.2 (2012.12.26)''' | ||
+ | '''A new subproject MeshML library''' | ||
+ | '''Experimentally support WinRT platform''' | ||
+ | Volumetric light (by Parsifal Wang) | ||
+ | Improved DoF with Bokeh filter | ||
+ | Decals rendering | ||
+ | JudaTex packing tool (by Honyeung Lau) | ||
+ | Toolset enhancement | ||
+ | Camera path (assisted by Yi Wang and Qin Hu) | ||
+ | Multi-viewport support | ||
+ | Vertex structure optimization | ||
+ | All directional SSR | ||
+ | Better compute shader support | ||
+ | Improved [[Juda texture]] | ||
+ | GPU Sort | ||
'''4.1 (2012.6.29)''' | '''4.1 (2012.6.29)''' | ||
Line 9: | Line 172: | ||
FFT lens effects | FFT lens effects | ||
Stereo rendering without performance penalty (by Rui Wang) | Stereo rendering without performance penalty (by Rui Wang) | ||
− | Faster GI (by Shunbin Chen) | + | Faster [[Global illumination|GI]] (by Shunbin Chen) |
Collision detection utilities (assisted by Xiaoyang Zhu) | Collision detection utilities (assisted by Xiaoyang Zhu) | ||
Better OpenGLES compatibility | Better OpenGLES compatibility | ||
− | Add | + | Add [[Atmospheric scattering]] |
− | Add SSGI | + | Add [[SSGI]] |
A JIT for effect system | A JIT for effect system | ||
Add new tools | Add new tools | ||
Line 21: | Line 184: | ||
'''4.0 (2011.12.25)''' | '''4.0 (2011.12.25)''' | ||
'''Deferred Rendering layer is integrated into Core''' | '''Deferred Rendering layer is integrated into Core''' | ||
− | '''Global illumination speed-up much''' | + | '''[[Global illumination]] speed-up much''' |
'''Support Android (Assisted by Rui Wang)''' | '''Support Android (Assisted by Rui Wang)''' | ||
− | Support real-time caustics (by Parsifal Wang) | + | Support real-time [[Caustics|caustics]] (by Parsifal Wang) |
Skinning by dual quaternion (by Honyeung Lau, Xiaoyang Zhu) | Skinning by dual quaternion (by Honyeung Lau, Xiaoyang Zhu) | ||
Add resource loading framework (Designed by Peng Guo) | Add resource loading framework (Designed by Peng Guo) |
Latest revision as of 03:13, 25 December 2016
This item is about KlayGE's history. All subprojects has its own item of history: glloader.
The main updates of each version of KlayGE are shown below:
4.10 (2016.12.24)
See http://www.klayge.org/?p=3514
4.9 (2016.6.28)
See http://www.klayge.org/?p=3472
4.8 (2015.12.28)
* Improvements in engine D3D12 plugin。 Async resource creation for simplifying the code of resource loading. Adds a sync primitive between CPU and GPU. Supports texture array in OpenGL and OpenGLES plugins. Faster reflection rendering. SIMD math library. Extends the math library into a SIMD implementation. (Done by Zhichao Liu and Chengdan Ni) Refactor the workflow of shader compiling. (Assisted by Kanglai Qian) Adds a sample for using audio engine. * Improvements in engineering Keep improving engineering system. Adapt to C++11. Remove supporting of some old compilers. Improve the performance on OSX. (Done by Kanglai Qian) * Improvements in mobile Reduce memory consumption. UWP supports, works on Win10 and Win10 mobile. Supports the latest GLES 3.2. Enables sRGB on GLES plugin for better image quality. Supports Android 5.1. (Done by Kanglai Qian) * Other improvements Multiple bug fixed and performance tuning.
4.7 (2015.06.30)
* Improvements in engine MacOSX as a full dev platform. In last version, compiling shaders still need to be done on Windows. Now it’s not necessary anymore. (Done by Kanglai Qian) Transient Buffer. Efficient GPU buffer management for speeding up UI and text rendering. (Done by Shenghua Lin) Hardware detection. In-engine hardware detection component. Retrieving information such as model and frequencies of main board and memory. (Done by Boxiang Pei) Automatic testing framework. A simple framework for testing some components. High speed BC7 compressor. Integrate SSSSS into deferred framework. Tesellation shader in OpenGL. * Improvements in engineering Migrated to git. Improves the management 3rd party libraries and resource files. VC14 support. Remove the support of old platforms. * Improvements in mobile Port to iOS. It’s able to run on some iOS devices. (Done by Kanglai Qian) Fine tune on D3D11 feature level 9.3. Supports OpenGLES 3.0 on ANGLE. (Assisted by Pengcheng Dong) * Other improvements Multiple bug fixed
4.6 (2014.12.24)
* Improvements in engine Modernized OpenGL, assisted by Honyeung Lau. Adding OpenGL 3.x features such as uniform buffer, debug output, etc. OpenGLES plugin are also enhanced. Improved DXBC2GLSL. Shenghua Lin further improved the DXBC2GLSL, adding HS/DS/CS supports. Supports the latest OpenGL 4.5. Improved OpenGL compatibilities on AMD and Intel cards. Area lighting supports. Adding sphere and tube shape area light. (assisted by Kang Liu) More Android input devices, including keyboard, mouse, joy stick and more sensors. Environment lighting. Supports physically-based environment lighting. Full app life cycle. Supports suspend and resume on mobile platforms. Advanced texture compression library. Supports decompression of BC1-7 and ETC1/2, fast and high quality compression of BC1-5 and ETC1. Model viewer and material editor. (assisted by Shenghua Lin, introduces C# WPF UI for the first time) Experimentally supports OSX. (Done by Kanglai Qian. Porting to a new platform by a team member for the first time. Land on an Apple’s platform for the first time) * Improvements in engineering CMake-ified Boost, easier to build. Introducing C# for UI, cross-calling with C++ core. Take x64 as the default build for the first time. If you need x86 binaries, please build it yourself. Not building with xp toolset for the first time. If you need running on WinXP, please build it yourself. * Improvements in mobile Supports Windows Phone. Supports WinRT ARM. Supports 64-bit Android. (For the first time supports an unreleased platform) Customized stream buffer, improving package file reading on Android. * Other improvements Multiple bug fixed
4.5 (2014.06.28)
* New sub-project DXBC2GLSL. A library and tool finished by Shenghua Lin. * Improvements in engine Better normal representation in G-Buffer. Compute shader based TBDR. Supports Occlus Rift’s input and stereoscopic display. Implemented by Ming Tu. Hierarchical scene object simplified scene management. A new distance-based font generation algorithm. Suggested by He Zhou. Supports D3D 11.2. Improved RenderEffect Remove pre-define macros in runtime. Use <macro> and <include> instead. Please see GBufferSkinning128.fxml. Speed up effect loading. Recursive include support. CBuffer in effect. Sensor input. Supports many types of sensors in Windows, WinRT and Android. In-engine profiler to help developers do the profiling in high level. * Improvements in engineering Using the same CMake files for managing Windows, Linux, Android and WinRT projects. Supports compiling by Clang. But because of a bug in Clang’s importer and exporter, linking on Windows fails. C++11 compliance Remove large binary files from repository. New file naming convention. Allow files from different compiler coexists in the same folder. * Improvements in mobile Deferred frame starts to support mobile platform. Fully support platforms without float point texture. Reduce memory consuming of rendering system. More samples running on mobile platform. * Other improvements Multiple bug fixed
4.4 (2013.12.24)
Improved building system * Use MSBuild if possible * Build external libraries by cmake * Simplify build configuration by automatic search for OpenGLES SDK OpenGL ES 3.0 support Tile-based deferred rendering OpenGL 4.4 support Multi-resolution layer High quality terrain (assisted by Wenquan Sun) Screen space sub surface scattering and translucency (by Yulong Shi) Post process resizer Multithread updating and rendering (suggested by oz01) Rework on ParticleSystem Switch from VSM to ESM Support frame buffer discard Improved Juda texture Output runtime log to a file (suggested by Yulong Shi)
4.3 (2013.6.27)
A new subproject KFL Script engine (by Rui Wang, aka Array) High quality detail effect Improved Deferred Rendering * Improved shadow generation (by Yuan Li, aka Vanish) * Separate GI from deferred framework * Refactor (suggested by lcbiotech) Large scale shadow Built by official Android NDK r8 New input system, with touch input support Non-block resource loading and managing (suggested by lcbiotech) Enhanced stereo output (with Wenquan Sun's help) Ability to embed into other GUI frameworks Supports multiple OIT methods Use C++11 to replace some boost sub-libraries
4.2 (2012.12.26)
A new subproject MeshML library Experimentally support WinRT platform Volumetric light (by Parsifal Wang) Improved DoF with Bokeh filter Decals rendering JudaTex packing tool (by Honyeung Lau) Toolset enhancement Camera path (assisted by Yi Wang and Qin Hu) Multi-viewport support Vertex structure optimization All directional SSR Better compute shader support Improved Juda texture GPU Sort
4.1 (2012.6.29)
Switch to cmake Independent KFont library for font read/write Screen space reflection (by Parsifal Wang) FFT lens effects Stereo rendering without performance penalty (by Rui Wang) Faster GI (by Shunbin Chen) Collision detection utilities (assisted by Xiaoyang Zhu) Better OpenGLES compatibility Add Atmospheric scattering Add SSGI A JIT for effect system Add new tools Add tutorials Enhanced 3DSMax exporter
4.0 (2011.12.25)
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
3.12.0 (2011.6.30)
Support global illumination (by atyuwen) Including third party libs and compiling script Add Maya exporter (by Rui Wang, Xiaoyang Zhu, Honyeung Lau) Support Dual Paraboloid Shadow Map (by Yachuan Zhang) Add BC1-BC5 texture compression functions Add cmake script (by Rui Wang) Support filmic tonemapping Support FXAA and Temporal AA (by Shunbin Chen and Peng Guo)
3.11.0 (2010.12.23)
Support OpenGL 4.1 Add Juda texture, a Tera-texel texture system Enhanced stereo rendering, support 3D glasses Remove D3D9 and D3D10 plug-in. The rendering task under WinXP is taken over by OpenGL plug-in Support physically-based BRDF SSAO speed-up for 10x Enhanced Post Processor script Imporved quality and speed of water rendering Add a configuration tool
3.10.0 (2010.6.27)
Support OpenGL ES 2.0 and OpenGL 4.0 Stereo mode support Support Compute Shader Font rendering speed up for 50% Enhanced Scene Manager Enhanced Post processing Support Sub-Surface Scattering Support PN Triangles
3.9.0 (2009.12.19)
Add TrackballCameraController Add Model Viewer and Particle Editor Improve UI dialog Load uiml, fxml and meshml directly Cg shaders are compiled to GLSLs after loaded Support Motion blur Read/write support of DX10 DDS Support stream output Faster Deferred Shading Add LZMA codec
3.8.0 (2009.3.1)
Support DX10, DX11 and OpenGL 3.0 Released as DLL Add UIMI file format and compiler to describ UI Add ElementAccessHint and ElementInitData Support hardware depth texture Support BC4/BC5 texture compression Remove the normalized cubemap generator Multi-threaded resource loading Support procedural Texture
3.7.0 (2008.7.17)
Improve Clear Add Depth Peeling sample Accelerated Octree Gimbal-lock free FirstPersonCameraController New distance-based font format Support Visual Studio 2008 Support lock-free atomic operation Add CPUInfo Add Summed-Area Table Postprocess Experimental support of Linux 5%-10% performance increasement
3.6.0 (2007.7.30)
Compatible with Vista 32/64 Use pbo to accelerate texture filling Use 7z as packaging format Enhanced 3DS Max plug-in Add Clone function to RenderEffect Remove RenderTarget and RenderWindow Remove Triangle fan primitive topologic Add UI system Add Depth of field sample Remove support of Wav format New thread and thread_pool classes
3.5.0 (2007.3.9)
Support Alpha to coverage New xml-based effect format New effect system, support caching all states Add RenderStateObject and ShaderObject Support x64 systems OpenGL plug-in can detect Shader Model 4 Add GPU-based particle system Add aligned_allocator Fix thread_pool's deadlock bug (thanks Roy for reporting this bug) Support NVPerfHUD Add signed element format Remove VS2003 project files
3.4.0 (2006.9.22)
Export plug-in support for exporting skeletal Support normal map compression Support HDR texture compression Add particle system Rewrite the show engine, now video are played through the graphics engine Rewrite height map terrain generator Add HDRPostProcess
3.3.0 (2006.6.30)
Support render to 3D posotion in Font Unified states set in rendering engine OpenGL plug-in requires hardware support of OpenGL 2.0 and FBO Add FrameBuffer and RenderView Use Technique as the rendering unit Support render to a slice of a 3D texture Add several texture formats Unify the usage of element format DistanceMap generator processes volume data directly Add PostProcess
3.2.0 (2006.5.15)
Add high-precision timer Full support of skeletal animation Refactor the rendering part's structure Merge IndexStream and VertexStream to GraphicsBuffer Add RenderLayout Support sRGB texture Support ATI's instancing Add platform-independent thread pool
3.1.0 (2005.11.27)
Add SceneObject Simplify the usage of instancing Support Visual Studio 2005 Separate the instance and geometry streams
3.0.0 (2005.10.26)
Remove the fixed pipeline Add Occlusion Query Add Point sprite Support Instancing Support Vertex Texture Enhance KMesh and 3dsmax exportplug-in Optimized RenderEffect InputEngine to use Event to handle message Support multi-pass rendering of the whole scene Support vertex streams' merge and split Add RenderablePlane
2.8.0 (2005.8.14)
Add RenderDeviceCaps Add OpenGL compatibility testing tool Add Sampler Rewrite RenderEffect Support OpenGL 1.5 and above only Simpify RenderEngine DInputDevice uses multiple inheritance Add RenderToVertexStream
2.7.1 (2005.7.15)
Improve the font display LoadKMesh can use a custom factory class Add RenderableHelper base class Modify RenderEngine::ViewMatrix and ProjectionMatrix to const
2.7.0 (2005.7.2)
Released by GPL license Add KMesh Remove RenderEngine::TextureCoordSet Move AddressingMode, Filtering and Anisotropy from RenderEngine to Texture Add MaxMipLevel and MipMapLodBias to Texture Add Quit to App3D Support OpenGL 1.5
2.6.0 (2005.6.2)
Fix bug in SceneManager::CanBeCulled Add half type Add the support of surface to D3D9Texture Add RenderableSkyBox Support HDR
2.5.0 (2005.5.2)
Add 3DSMax export plug-in Multiple input action table support Function in MathLib return the results directly Improve CameraController Add RenderableHelper View frustum uses LUT
2.4.0 (2005.3.28)
Support texture compression Add D3D9Resource Loading/Saving as DDS format Linear octree support Support depth texture
2.3.0 (2005.3.2)
Use FreeType in Font Fix several memory leaks Support floating point textures Add CopyToMemory Add view frustum culling plug-in Add OnLostDevice and OnResetDevice to D3D9 plug-in
2.2.0 (2004.11.20)
Fix the volume bug in DSound plug-in Remove ManagerBase, FileSystem, Crc32, alloc, Timer and Random Upgrade to boost 1.32.0 Add Trace class
2.1.3 (2004.10.19)
ScriptEngine::Call uses boost::tuple as its parameter Fix some problems about using STL Fix CRC errors in Pkt Remove MemoryLib
2.1.2 (2004.9.5)
Add BoneMesh Add RenderEffectParameter Support DX 9.0c SDK Fix bug in DiskFile::Seek Replace const T& to T const & InputEngine uses Bridge pattern
2.1.1 (2004.5.25)
Use boost frequently Reimplement MathLib by generic Add Parallax demo Add ResLocator
2.1.0 (2004.4.20)
Enhance OpenGL plug-in Remove asm code Directly support standalone shader Simplify the packaged file directory table
2.0.5 (2004.4.13)
Enhance OpenGL plug-in Fix bug in WindowMovedOrResized Reimplement MemFile by stringstream Improve the security of code
2.0.4 (2004.4.7)
Fix loop bug in OALMusicBuffer DSMusicBuffer use timeSetEvent Improve VertexBuffer Audio part adds NullObject Add some Demos
2.0.3 (2004.3.12)
Simplify VertexBuffer Remove software vertex blend
2.0.2 (2003.12.28)
Improve render queue Use Python as scripting language DiskFile implements by standard C++ stream
2.0.1 (2003.10.17)
Remove DX8 plug-in Add some tools
2.0.0 (2003.10.1)
First release
2.0.0 Beta (2003.9.5)
First beta release