We would like to thank all those who help us build better
software by reporting bugs and making suggestion to us.
Here is a brief list of what has changed since the last
public release. The 0.5.2 version was never made publicly available.
0.6 (2000/09/25)
----
- More efficient handling of large polygon meshes
- A lot of work on the ray tracer: faster, more robust, but still in
development
- Support for attributes "render" "visibility" and "render"
"casts_shadows"
- Faster and higher quality texture mapping
- 3Delight is now statically linked with libtiff
- Some changes in display driver interface. Beware: more changes are to
be expected over the next few releases.
- You can now specify exposure, quantization and dithering values on
a per display basis.
- The cone primitive was bugged -- it is now working properly
- Shader compiler:
- Better and faster optimizer
- regex() function is now supported on NT
- Supports for varying string local variables
- Fixed a bug in transformation of point parameters in shaders
- More SL functions implemented
- RIB generated by Maya crashed the renderer -- this has been fixed
- Fixed the installation scripts -- they should work on all Linux
flavors
- Many other bug fixes
- Due to lack of interest, we do not support LinuxPPC anymore
- A PDF version of the manual is now available.
0.5.2 (2000/08/15)
----
- Fixed the normal calculation (they were sometimes inversed)
- Fixed backface culling
- Fixed a bug caused by surface shaders that modify P
- Oi and Ci are now initialized to 0 and 1, respectively
- Added a "circle" bucketorder
- Added support for cellnoise, attribute, options and textureinfo (SL)
- Now accepting inline parameter declaration
- Faster texture mapping
Happy rendering !
The 3Delight Team
Sent via Deja.com http://www.deja.com/
Before you buy.
>We would like to thank all those who help us build better
>software by reporting bugs and making suggestion to us.
I thought that this version was going to support DJGPP?
I had played with the .bat file, trying to hack it myself, with no
luck..
*sigh* back to using Aqsis...
Sorry, we had some problems doing this and not much time to
resolve them.
Maybe you'll be pleased to learn that we have started working
on a shader interpreter, so you won't need any C compiler to
compile your shaders.
Patrick
>Maybe you'll be pleased to learn that we have started working
>on a shader interpreter, so you won't need any C compiler to
>compile your shaders.
That pleases me greatly.. :-)
Don't get me wrong, I like 3delight from what I have seen of it, and
want to use it desperately.. just that VC++ is out of my budget range
right now, and the inability to compile shaders makes any testing
input I may have somewhat limited. :-)