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Changelog

0.1.0

  1. For built-in fragment shader outputs, a new field use_default_depth is added (default False) instead of relying on checking if gl_FragDepth is NaN.
  2. Change ZBuffer value meaning to OpenGL convention: all values are non-negative, and the smaller the value, the closer the point is to the camera.
  3. Change default Shader.mixer behaviour: now it picks the fragment with minimum depth value gl_FragDepth.
  4. Change shadow.py::Shadow.render_shadow_map according to the z-value definition change, to add into the shadow map instead of subtracting so to move shadow maps further away from the "camera" (light).
  5. Change shaders/phong_reflection_shadow according to the z-value definition change.
  6. Transform shadow coordinates in VS (world => NDC) and FS (NDC => screen) instead of transforming in FS (model's screen => world => screen) to avoid precision loss in inverse matrix computation.
  7. Fix issue of perspective-correction barycentric interpolation in pipeline.
  8. Fix shaders/phong* so normals are correctly transformed into pre-projection eye coordinates, rather than being projected.
  9. Rename ModelView => View, model_view => view, model_view_matrix => view_matrix as the matrix is actually view matrix that transforms from world to eye space, not model view matrix (model to eye space).