I'm proud to announce a new version of Kambi VRML game engine 2.5.0. It's a cross-platform open-source 3D engine for FPC/Lazarus, using VRML/X3D (can be exported from any 3D modeler, more info here) as it's main scene format.
Together with the new engine version, we also release new view3dscene 3.10.0. view3dscene is our "Swiss army knife", a browser/viewer for 3D files using our engine underneath.
For developers, the main page with engine sources and documentation is here.
New features in this release:
- "Pure" shader rendering, where everything 3D is rendered through adequate GLSL shaders.
This gives us per-pixel lighting (perfect specular highlights, spot light beam, light radius and such).
This also makes shadow maps much nicer (shadow is tested in the correct place of the equation), with multiple shadow maps from multiple light sources working out-of-the-box. Just set shadows=TRUE on lights, and you're done in the simple cases, more documentation is here.
Bump mapping is also much improved, cooperating now with all normal lighting and texturing settings.
To test it fully, you can set in view3dscene "View -> Shaders -> Enable For Everything" option. In your own programs, set "TVRMLGLScene.Attributes.Shaders := srAlways;", see unit VRMLGLRenderer. Otherwise, shader rendering will be used only when required (shadow map receivers, shapes with bump mapping and such). - Extensions to composite GPU shaders are implemented.
- Conversion from 3DS, Collada and other 3D formats to VRML/X3D is improved. It now results in modern X3D 3.2 scene graph. We also support bump maps in 3DS and Wavefront OBJ formats.
- Headlight can be better customized now.
- And some other smaller improvements and fixes. See our main page for a complete release announcement.
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