Changelog 3.6.1

This release mainly fixes rendering of models that are animated using scene graph nodes instead of skeletal animations. Additionally, each sub-mesh of a model can now have a different vertex format, which allows you to use both scene graph and skeletal animations in a single model. Pointlist and linelist primitive type of meshes are now also supported. Re-conversion of models using new BBMOD CLI is not required, but it is advised.

CLI:

  • Updated Assimp to v5.2.4.
  • Added new option -v, which shows version info and exits.
  • Fixed export of bounding boxes for meshes.
  • Added support for pointlist and linelist meshes.
  • Using animation optimization level 2 now also includes world-space transforms of nodes, which allows you to use bone attachments.

GML API:

Core module:

  • Added new property VertexFormat to BBMOD_Mesh, which is the vertex format of the mesh.
  • Property VertexFormat of BBMOD_Model is now obsolete - each mesh has its own vertex format.
  • Property IsSkeleton and method set_skeleton of BBMOD_Node are now obsolete.
  • Added new property PrimitiveType to BBMOD_Mesh, BBMOD_DynamicBatch and BBMOD_StaticBatch, which is the primitive type of the mesh.
  • Added new optional argument _primitiveType to methods draw_mesh, draw_mesh_animated and draw_mesh_batched of BBMOD_RenderQueue, which is the primitive type of the mesh. When not specified, it defaults to pr_trianglelist.

Mesh builder module:

  • Added a new property PrimitiveType to BBMOD_MeshBuilder, which is the primitive type of built meshes.
  • Added an optional argument _primitiveType to BBMOD_MeshBuilder's constructor, which is the primitive type of built meshes. When not specified, it defaults to pr_trianglelist.
  • Method add_face of BBMOD_MeshBuilder now takes variable number of arguments (at least one).
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