This file contains one line summaries of commits that are worthy of mentioning in release notes. A new header is inserted each time a tag is created.
- Unified Filament Sceneform and npm releases.
- Improved cmgen SH with HDR images.
- IndirectLight can now be queried for dominant direction and color.
- Added support for vertex morphing.
- Introduced custom attributes, accessible from the vertex shader.
- Added Java / Kotlin bindings for KtxLoader.
- Added JavaScript / Typescript bindings for the new
RenderTargetclass. - Added base path to glTF loadResources method for JavaScript.
- Added support for iOS
CVPixelBufferexternal images with the OpenGL backend.
- Added
gltf_bloomAndroid sample to show gltfio and theRenderTargetAPI. - Added
getMaterialInstanceAtto the Java version of RenderableManager. - Fix JNI bindings for setting values in parameter arrays.
- Added JNI bindings for the gltfio library.
- Fix support for parameter arrays in
.matfiles. - Added support for
RGB_11_11_10 - Removed support for
RGBM(warning: source compatibility breakage) - IBL cubemap can now be of any size
Texture::generatePrefilterMipmapcan be used for runtime generation of a reflection cubemap
- Added
Scene.addEntities()to the Java / Kotlin bindings. - Improved robustness in the tangents utility for meshes that have tangents and normals.
- Introduced
RenderTargetAPI that allows View to reference an offscreen render target. - Added
lucy_bloomsample to demonstrate the newRenderTargetAPI. - Added Screen Space Ambient Occlusion support (SAO)
- New blending modes:
multiplyandscreen - Fixed an issue when sorting blended objects with different blending modes
- The material property
curvatureToRoughnesshas been replaced withspecularAntiAliasing. This new specular anti-aliasing solution offers more control via two new properties:specularAntiAliasingVarianceandspecularAntiAliasingThreshold. They can also be set on material instances if needed - Added specular ambient occlusion to compute a new AO term applied to specular reflections
(see
specularAmbientOcclusionproperty in materials) - Added multi-bounce ambient occlusion to brighten AO and preserve local color
(see
multiBounceAmbientOcclusionproperty in materials) - Micro-shadowing is now applied to material ambient occlusion
- Use a smaller 64x64 DFG LUT on mobile to reduce binary size
- Added a distance field generator to libimage.
- JavaScript MaterialInstance now supports vec4 colors.
- Further reduced
filamatbinary size by removing reliance on stdlib. - Added a new, smaller, version of the
filamatlibrary,filamat_lite. Material optimization and compiling for non-OpenGL backends have been removed in favor of a smaller binary size. - Implemented hard fences for the Metal backend, enablying dynamic resolution support.
- Improved
SurfaceOrientationrobustness when using UVs to generate tangents. - Created a
RELEASE_NOTES.mdfile, to be updated with significant PRs.