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Total tickets: 263 Open tickets: 119 Not assigned: 123 Online
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Lightfeather is an open source 3D Engine for Mac, Windows and Linux. Notable features include: * Support for GLSL and Cg shaders * Support for HDR rendering * Support for MRT (multiple render targets) * Various culling methods: Portals, Octtrees, Occlusion culling, PVS * Skeletal and Morphing Animation * Exporter for Blender to lfm format * Converter for some modelformats to lfm format * Simple but powerful Post-Processing Framework * Paging terrain with splatting * Built-in GUI * Some tools like Scene-Editor, Particlesystem-editor, Terrain-editor, GUI-designer * 20 tutorials with code to get new users up to speed quickly To download Lightfeather click here (opens in new window) If you need help or have general questions, you can either use the forums or visit us on IRC : #lightfeather on irc.freenode.net. If you need a certain feature which is currently not implemented or find a bug, please use the ToDo/Bugs/Request link in the main menu. We are always open to suggestions and will usually implement needed features pretty quickly. Please note that the screenshots displayed on this site are mostly programmers art and proof-of-concept screenshots and in no way represent the graphical abilities of the engine. If you create some nice screenies, send them to us or add your project to the "Projects using LF" section in the wiki and add a screenshot or two there.
Latest updates
and therefore was outdated more often than not. Instead, to follow the changes going into the engine, you can go to http://cia.vc/stats/project/lightfeather where all changes to the repositories for lightfeather, lfpe and feathered are listed immediately after they have been committed.
Version 0.7.0 has been released
Very important Changes: - Lightfeather now supports the use of different renderpipelines. A second pipeline "One pass per Light" has been included in this version, but is still in the experimental stage. See the new Tests 101,102 and 103 for usage of the oppl pipeline. - New renderfeatures can now be added at runtime and from LFM, ERPF_USERX have been removed, see test11/test101 for example - new version of buildsys uses much less ram and is much faster (seconds instead of 30 minutes on some systems) Changes in this version: - RenderWindowWx has been integrated better, it now also processes events - fixed post-processors to use correct mipmapping settings - fix spot-lights direction - added E_SAVE_SCENE_OPTIONS to CSceneManager::saveScene() - lfm [paths] section can now contain: workrelative (same as deprecated 'addsearchpath'), apprelative and lfmrelative - fixed test8 and it now includes decal clipping as well as portals - lots of enhancements to scene-saving/loading - no longer need freetype headers (and associated paths) when using lightfeather in a program - added new version of solidworks exportscript by puh - fixed shadowmapping for largeterrain - fixed "make install" on linux systems - scroll bar removed from list-box if its item count shrinks below visible lines again (thanks to calav3ra) - fixed a bug in texture-uploading where the shadowstate was not set correctly - renamed CSceneStateShadowMap to CSceneStateShadowReceiver - added CSceneStateShadowCaster to be used instead of light->addShadowCaster() - particlesystems now can have multiple emitters (multiparticlesystems), old particlesystems are deprecated and will be removed in next version of LF - updated ped (psys editor) to use multiple emitter psys - fixed a problem when changing camera-controller in many tutorials - revert rgb color scale after rendering lightmaps - moved occlusionculling-setting to renderlayer3d because of multi-renderpipeline-support - changed shadowmapsetup so that the shadowmaps are now handled like normal rendertargets of the camera in the shadowmapsetup - fixed sgis-mipmap-generation for cubemaps - fixed updateInterval calculation for shadowmap setups - added shortcut methods litBy, castShadowsFor, receiveShadowsFrom and receiveProjectionFrom which can be used instead of instantiating a scenestate and adding it to a node - guimanager::setConsumeEvents now uses troolean, defaults changed so events are consumed by the widgets normally. this also fixes the problem where the terrain in lte (terrain editor) changed when clicking on gui - fixed gui skin rendering for windows/panels to allow for rounded rects - guidesigner reloaded (thanks to calav3ra mostly) - added a few more builtin shader params - added core::stringc and std::string support in net::CDataStream - update parent's culling prevention when adding a scenenode to its parent - fixed sphere vs frustum classification error - thanks to magicat for finding it - added get/setRenderTargetDepthUsage() in CCamera, to mark a rtt for use as depth buffer even if the rtt is not of ECF_DEPTH* type - optimized CModel::doSkinning() and fixed a bug in CModelAnimator::animate() where it would wrongly return true even if no animations were active - added "animationupdate" key in "model" section of lfm files, to set the update interval of the model's animator - blender exporter by default sets "animationupdate=33" (30fps) to exported animated meshes - added option to scenemanager::remove(light, bool) to remove all scenestates for the removed light from the scene - added support for msvs9 in buildsys - fixed a couple of #includes to allow for cross-compilation of the engine - fixed vector3d::getinterpolated - this fixes a problem with skeletal animations - thanks to puh for finding it - fixed problem with relative sizes and combo boxes - fixed buildsys for devc++ And lots of smaller bug-fixes as usual, see ChangeLog for details. New in this version: - added additional sample post-processors (bloom, dof and motion blur) in test11 - added os::CFileName utility class - added CAVStreamReaderFFmpeg, which makes cross-platform video playing possible (audio not yet implemented), ffmpeg not included - added array::quicksort which is now used as the default sorting method - added mergesort to list - added CConeModel - added scenenode-scaling - added custom node serialization support (see ISceneNodeSerializer) - added CNGPlantFactory::getTemplateNames() to retrieve a list of all the loaded templates - added array_refcounted, array_resource, list_refcounted and list_resource which are arrays/lists aware of crefcounted/cresource types - added fill32Bit and drawRectangle32Bit methods by Calav3ra to CImage - added E_TROOLEAN (and 'trool' typedef) which is an enhanced boolean with three states: yes, no and default - added tutorial 21 - shadowmapping - added maxquality-setting and an enum E_RENDER_RATING which allows you to have quality settings like low, medium, high when renderpasses are selected - added CGUIAnimator for simple animated GUI behaviour (see test4 menu for an example) - added tutorial22 (unfinished) - added new gui skin: clearlooks - added test 101.SimpleOppl (all tests > 100 use the new oppl renderpipeline) - added test 102.TerrainSkyTrees for oppl - added test 103 normalmapping and parallaxmapping - added CSkySceneNode to be used with skyboxes/skydomes Known problems: - Thirdperson-camera-controller and Editor-camera-controller seem to be broken on windows vista As always the files are also available through sourceforge.net at http://sourceforge.net/project/showfiles.php?group_id=185273
Repository version works again
Please report any problems you find which we may have overlooked. EDIT: Windows users need to update to mercurial V0.9.5, otherwise you get an uknown-exception error.
The version in the hg repository wont work 100% for the next few days
As always, we will notify you if things are back to normal. P.S.: when this change is completed and tested, we will release the next version of LF. This should happen within the next 2 weeks.
Lightfeather Editor release
As a somewhat belated christmas present im happy to announce the availability of the new Version of Feathered - the Lightfeather editor created by Yiannis Mandravellos and made open source with this release. Release Notes for Version 0.5 Feathered is the new name for LF_Editor which was last released as version 0.3 on March 26th 2007. This is the first release in a long time but it has so many exciting new features that we are sure that it was worth the wait. The biggest new feature is that you can now load and save complete scenes. You can load models in lfm format and place/rotate/scale them in the editor, then save the scene and load the scene, not only in feathered but in any Lightfeather-program, with a simple method call. The next big addition is the post-processing-filter editor. You can create and edit post-processes and of course save/load them. For this you can define multiple steps in a post-processing chain which all can use different materials which can be edited with the integrated material-editor. Of course the material- editor also includes the shader editor that was already present in version 0.3. Not only can you use models loaded from lfm files you can also use the Lightfeather-internal models like terrain and the primitive geometric shape models. And as the icing on the cake you can also make use of Lightfeathers built-in support for ngplant templates and models. Another feature we want to put into the spotlight is the support for the modelconverter within feathered. So you can use your .X, .lmts, .obj models, convert them to lfm and then load them all from within feathered. To allow you to use lights and shadows within Feathered, it also supports the scenestates with which you can designate shadow casters and light/shadow-receivers. Just so you dont worry about the FPS displayed in the lower right corner - Feathered is limited to 33fps to go easy on your cpu - its easy to change if you build it yourself. For usages of Feathered outside the scope of Lightfeather, it has a plugin API so you can easily add the additional functionality you want/need to it by writing a plugin. A few of the main features are already implemented as plugins which you can use to base your own plugins on. To show some of the possibilities you have with Feathered there are a few samples included in the samples dir, including a small scene with a house-model and a terrain with realtime lighting and shadow. There are also some post-processing filter-samples like bloom and motion blur and a few shaders like a toon/cell shader and a wood-shader. You can find it in the new Feathered download section and also at http://sourceforge.net/project/showfiles.php?group_id=185273 on sourceforge which might provide a faster download for some. There are also a few screenshots here, showing, for example, the night-post-processing filter included in the samples dir. Now, make sure to read the file README first (especially if you want to build Feathered from source yourself), and after that we wish you fun and a productivity boost from using Feathered :) |
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calav3ra on 04 Sep : 15:21You are absolutely right about both parts being wr[more ...] Matthias on 04 Sep : 10:42I will have time to look into this and the other t[more ...] legerdemain on 04 Sep : 06:45Hi again, i'm trying to track down a strange crash[more ...] legerdemain on 03 Sep : 11:03In CGUITextArea.cpp, lines 657-658 and 679-680, th[more ...] Matthias on 27 Aug : 13:20Hm.. thats odd - i will look into it. Hope you can[more ...] |
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