Releases: NVIDIAGameWorks/Falcor
Releases · NVIDIAGameWorks/Falcor
Falcor 3.0.5
- Added
ConstantBuffer::renderUI()
to automatically render UI for editing constant buffer values. - Added support for exporting BMP and TGA images.
Bug Fixes:
- Fixed crash when setting ForwardRenderer sample to MSAA with sample count 1
- std::string version of Gui::addTextBox() now correctly updates the user's string
- Fixed row-pitch calculation when copying texture subresources in DX12
Falcor 3.0.4
- Updated Slang to 0.10.24
- Added an option to create a
Program
from a string - Added
CopyContext::updateSubresourceData()
which allows updating a region of a subresource - Added
Program::Desc
has a new function -setShaderModel()
. It allows the user to request shader-model 6.x, which will use dxcompiler instead of FXC - Added support for double-quotes when parsing command line arguments. Text surrounded by double-quotes will be considered a single argument.
Falcor 3.0.3
- Added FXAA as an effect
- Support programmable sample position -
Fbo::setSamplePositions()
(DX only) - Added RenderContext::resolveResource() and RenderContext::resolveSubresource() MSAA resolve functions
- Added support for setting shading model through fscene files and load flags. Also editable in Scene Editor
Falcor 3.0.2
Various bug fixes.
- Fixed Vulkan error spam seen when running Falcor's included samples
- Updated API abstraction interfaces to return const-ref where applicable
- Fixed crash when handling mouse/keyboard messages after the renderer has shut down.
Falcor 3.0.1
- Added RenderContext::StateBindFlags, which allows the user to control which part of the
GraphicsState
will be bound to the pipeline - Added helper functions to initialize D3D12 state-objects descs (root-signature, GSO-desc)
- Added a function that creates a texture from an resource API handle
- Added a new sample: LightProbeViewer. Allows you to see how light probe images look after pre-integration with various sample counts and materials.
Falcor 3.0
- DirectX Raytracing abstraction. See README for details and instructions.
- Completely revamped material system. Default shading model is now Metal/Rough.
- Added Light Probe support for image-based lighting.