cocos3d 0.7.2 has been released!
This release adds heterogeneous 3D mesh particles, enhanced UIViewController integration, ray-casting enhancements, simplified parametric vertex array allocation and management, performance and memory usage improvements, enhanced logging, and detailed GL error tracing.
Features added in this release include:
- Added mesh particles as a type of particle system.
- Particles can now be constructed from any template mesh, (sphere's, boxes, planes,
PODmodels, etc). - A single emitter can support particles constructed from different template meshes.
- Mesh particles can individually move, rotate and scale in three dimensions.
- Particles can be added manually to an emitter, effectively creating a generic mesh batching system.
- All mesh particle vertices are manipulated in main memory and submitted to the GL engine in a single GL call.
- Particles can now be constructed from any template mesh, (sphere's, boxes, planes,
- Improved integration with
UIViewandUIViewController:- New
CC3UIViewControllerclass supports auto-rotation of the 3D/2D scene to the device orientation using standardUIKitauto-rotation. - Both iOS6 and pre-iOS6 rotation mechanisms are supported.
- The
CC3UIViewControllerloadViewmethod now creates an appropriateCC3EAGLView, removing the need to create the view outside the controller in theAppDelegate.
- New
- Added the ability to determine the individual mesh faces, and the exact mesh location, intersected by a ray (for example from a touch).
- Added the
vertexContentTypesproperty toCC3MeshNode&CC3Meshto simplify the creation of vertex arrays within a mesh. Parametric meshes (spheres, cones boxes, planes, etc.) can now be created with any type of vertex content. - Added several new parametric mesh population methods, including parametric cones and invisible touch-boxes.
- Added support for bitmapped text labels as a 3D mesh.
- Added additional camera movement and framing methods.
- Added a build setting to provide the ability to trace
GLerrors to the exactGLcall that triggered the error. - Automatic handling of textures with pre-multiplied alpha channels.
- Memory and performance improvements including the use of minimal matrices, removal of many redundant
GLcalls, and the use of bitfields for mostBOOLs.
In addition to these main features, this release includes a number of fixes and adjustments based on user feedback. For more complete and detailed information on what's new in this release, we encourage you to read the CHANGELOG document in thecocos3d distribution.
...Bill