Magnum 2018.04 released — with custom renderer support
The new release brings more flexibility to asset management and rendering abstractions, improves plugin handling and showcases Leap Motion integration.
The new release brings more flexibility to asset management and rendering abstractions, improves plugin handling and showcases Leap Motion integration.
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.
Magnum docs were missing the search functionality for some time because I wanted to implement it properly for the new theme. The proper implementation is now ready.
A new Magnum example implements an analytic method for area light shading presented in the paper “Real-Time Polygonal-Light Shading with Linearly Transformed Cosines”, by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt.
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.
Large C++ projects often suffer with very long times for both full and incremental compilation, severely hurting productivity. The following series will overview some techniques employed in Magnum to make iteration times smaller, this article focuses on code-based optimizations.
Summary of changes during the first two months after public release. Two new ports, usability improvements, OpenGL limit queries and introduction of API deprecation.