Am 23.01.2015 um 09:13 schrieb Thomas de Groot:
> Thanks. Are there particular things we need to be aware of or we need to
> look for?
Under the hood, so much has changed that you'll probably want to keep an
eye on anything suspicious.
There's one potentially breaking change: Where the parser expects a
filename, it used to ignore (most) escape sequences; while this allowed
the easy use of backslashes in literal filenames, it was obviously
inconsistent and never really documented. Specifying "#version 3.71"
will cause backslashes to be treated consistently in all string literals.
A few changes to SDL worth experimenting with:
* More realistic finish:
- Radiosity now fully supports brilliance; specify "brilliance on" in
the global radiosity settings to activate.
- Brilliance is now taken into account not only for incoming light, but
also for outgoing light; specify "brilliance FLOAT,FLOAT" to activate
(set both values to same for most realistic results).
- Fresnel angle-dependent attenuation is now also available for
highlights and diffuse; specify "fresnel on" directly in the finish
block (another "fresnel on" is still needed in the reflection block).
* Nonlinear colour map and pigment map gradients:
- Specify "blend_mode 1" in a colour or pigment map to force linear
interpolation regardless of assumed_gamma, which is presumed to be
physically most realistic, and has also proven to give visually pleasing
- Specify "blend_mode 2 blend_gamma FLOAT" to force non-linear
interpolation as if assumed_gamma was set to FLOAT (defaulting to 2.5),
which is known to give visually pleasing brightness gradients.
- Specify "blend_mode 3 blend_gamma FLOAT" to force non-linear
interpolation of luminance, while forcing linear interpolation of
chromaticity, to give gradients that are visually pleasing with respect
to both brightness and colour.
* True inverse-power-law light fading:
- Specify "fade_power FLOAT fade_distance 0" (with FLOAT=2 for physical
realism) to have the light intensity follow a true inverse power law,
reaching nominal intensity at a distance of 1 unit (requires #version 3.71).
A few other highlights since v3.7.0 release proper:
* Removed limit of 256 entries per blend map.
* Removed limit of 1000000 components per blob.
* Improved accuracy of media sampling in mode 3.
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