The new Magnum milestone brings WebGL 2.0 and WebAssembly, VR
support, lots of niceties for Windows users, iOS port, new experimental UI
library, improved testing capabilities, support for over 80 new asset
formats, new examples and much more.
One of the goals while building the new Magnum website was to lower
the barrier for contributing content. With Git and GitHub it’s already very
easy to contribute code to the project itself, so why not extend that to
the website as well?
The new website does a better job at clearly presenting engine
features and enables the team to share progress easier than before. Besides
that, its development resulted in many valuable byproducts for both C++
developers and web content publishers.
Along with dropped support for NaCl, Magnum now has first-class
WebAssembly support. I also took this opportunity to overhaul the outdated
Showcase page with WebAssembly builds and
there is a bunch more Emscripten-related goodies all over the place!
Welcome to a prototype of the brand new Magnum website and blog! It
still has quite a few rough edges, so please be careful, but from now on
this is the new official place for blog posts and announcements.
The Magnum C++11/C++14 and OpenGL graphics engine gained OpenGEX
format support, a bunch of new importer plugins, cross-platform extension
loader, transform feedback support and new features from OpenGL ES 3.1 and
OpenGL 4.5, among other things.
The Magnum C++11 and OpenGL/OpenGL ES/WebGL graphics engine gained
experimental Android support, windowless applications on OS X and Windows,
uses SDL2 as the default toolkit, adds new texture and mesh features,
improves build system and got huge documentation review.
After reading the “How to draw a red square in Qt Quick” blog post
showcasing the simplicity of Qt API I thought it would be interesting to
try something similar in Magnum for comparison.
Since the previous October snapshot Magnum gained Visual Studio port,
font conversion utility, improved text rendering along with example
application, support for OpenGL debug output, documentation updates, better
test coverage and many more usability improvements and fixes.