Changes - History
This page lists changes and fixes that directly affect the API and usage of the Tinman 3D SDK, in chronological order.
A change is associated with a date when it is first included in a release: YYYY/MM/DD ⬤ - full release YYYY/MM/DD ⭘ - stable preview |
To review the concrete API changes, please refer to Changes - API and Changes - Scripting. There you will find listings of added, removed and renamed API elements.
2025
2025/05/16 ⭘ V1.0 RC4.29
§ 365 / CHANGE
Updated 3rd-party libraries:
-
SDL 2.32.6, SDL 3.2.14, SQLite 3.49.2
Used by:Tinman.AddOns
component -
Microsoft.Direct3D.DXC 1.8.2502.8
Used by:Tinman.Shaders
component
§ 364 / CHANGE
The PixelFormat.Truecolor enumeration item is no longer a single flag bit, but instead a flag bit mask which includes the Grayscale bit, analogously to Precision and SixteenBits.
This change simplifies AND / OR logic when combining pixel formats, but existing single flag bit tests need to be refactored:
if ((pixelFormat & PixelFormat.Truecolor) != 0) { ... } (1)
if ((pixelFormat & PixelFormat.Grayscale) != 0) { ... } (1)
if ((pixelFormat & PixelFormat.Truecolor) == PixelFormat.Truecolor) { ... } (2)
if ((pixelFormat & PixelFormat.Truecolor) == PixelFormat.Graycale) { ... } (2)
1 | Old test with single flag bit |
2 | New test with flag bit mask |
§ 363 / CHANGE
The methods for reading and writing VarInt
values have been improved for better interoperability with Protocol Buffers and now have different names:
-
IOUtil:
VarInt32Length, VarUInt32Length, VarInt64Length, VarUInt64Length -
ByteBuffer:
GetVarInt32, GetVarUInt32, GetVarInt64, GetVarUInt64,
PutVarInt32, PutVarUInt32, PutVarInt64, PutVarUInt64 -
IBinaryReader:
ReadVarInt32, ReadVarUInt32, ReadVarInt64, ReadVarUInt64 -
IBinaryWriter:
WriteVarInt32, WriteVarUInt32, WriteVarInt64, WriteVarUInt64
§ 362 / CHANGE
The former Tinman.AddOns.SQLite
component has been integrated into the Tinman.AddOns
library and is no longer provided separately.
It now uses the NativeLibrary class to interface with the SQLite3 library.
The NuGet package Tinman.AddOns.SQLite is now obsolete. Please use the Tinman.AddOns package instead.
The Microsoft.Data.Sqlite library is no longer used by the C# version. The C++ version still allows to embed the SQLite3 library as source.
§ 361 / CHANGE
The native implementations of some of the methods of string use culture-sensitive and linguistic logic for comparison.
To ensure consistent behaviour of Code-X code everywhere and to avoid performance bottlenecks, these methods have been replaced with analogous null-safe counterparts that use case-sensitive comparision of ordinal UTF-16 code units:
§ 360 / CHANGE
The InputEvent.IsKeyboard property no longer includes events of type Character. The new property InputEvent.IsCharacter must be used instead.
The InputEvent.Character field now holds a single Unicode code point, instead of a single UTF-16 code unit. Use InputEvent.CharacterString to obtain the corresponding UTF-16 code unit sequence.
The new property IInputConsumer.IsConsumingTextInput is now used to enable / disable text input for the application window, see IApplicationWindow.IsTextInputActive.
§ 359 / CHANGE / GLSL
The GLSL code no longer uses interface blocks to pass data between GL program stages.
Now, regular in
/ out
variables are used, based on a naming scheme that reflects matching via semantics, see StageInOutAttribute.
The Code-X Processor generates updated GLSL code automatically, no changes need to be performed on existing Gpu-X source code.
§ 358 / CHANGE
Simplified the API in the following areas:
-
IOUtil:
TheVarInt*
methods have been moved to IBinaryReader, IBinaryWriter and ByteBuffer. -
ITypeSerializer:
TheReadValue*
andWriteValue
methods have been moved to ISerializer.
§ 357 / CHANGE
The TextureLayer scene component now has two constructors, instead of a single one:
-
TextureLayer1 for a single content pixel pyramid
-
TextureLayer2 for up to five content pixel pyramids
To migrate, just wrap the constructor argument string
triplets with TextureLayerContent.For.
§ 356 / FEATURE
The Tinman 3D SDK supports desktop POSIX platforms like Linux and macOS as well as ARM CPU architectures. Please refer to Getting Started / Architectures for details.
In pure .NET Standard mode, the C# assemblies can be used to cross-compile to WASM. The C++ code supports cross-compilation to WASM via Emscripten.
With Thread.SingleThreadedMode, the SDK can be put into single-threaded mode, where calls to the multithreading API get mapped transparently to the application thread. This makes it possible to use standard multithreaded code in (web) environments that do not support threads.
§ 355 / FEATURE
Window creation for GUI applications is now performed through IApplicationWindowFactory objects that may be registered at runtime. There are built-in factories for the Windows API and the Simple DirectMedia Layer (SDL).
Window factories and graphics context factories are used in conjunction, to choose a suitable combination at runtime, see NativeHandleFlags for details.
§ 354 / FEATURE
The IBuildAction interface and its implementations provide programmatic access to the build-time actions that are used by the Tinman 3D SDK:
-
ConfigDocAction
CompileConficDox.*.xml
files into loadable BCD files. -
EmbeddedResourcesAction
Embed binary resources in code, as base-85 string literals, see RegisterResource. -
BuildInformationAction
Generate and maintain BuildInformation implementations.
§ 353 / FEATURE
The line thickness setting for 2D/3D rendering now also applies to point rendering, see ILineThickness, ILineThicknessProperty and IMaterial.LineThickness.
§ 352 / FEATURE
The following collection classes can now be subclassed, to create custom implementations for specific generic type arguments:
§ 351 / FEATURE
Improved text rendering via Graphics and DocumentView:
-
The TextStyle flags can now be used for text rendering.
In this version, only TextStyle.Monospace is supported.
-
Improved rendering of TextBlockNode and TextNode with TextStyle.Monospace.
-
Individual font glyphs can be rendered via Graphics.DrawGlyph.
§ 350 / FEATURE
Added a couple of features related to rendering of terrain texture layers:
-
RenderStatePreset.AlphaAccumulate can be used to set up additive render passes.
-
TerrainLayerTexture.Accumulate toggles additive rendering for the terrain texture layer.
-
TextureLayer.Blend chooses between alpha-blending and additive rendering for the layer.
-
TerrainSlotMapping.SlotCount has been increased from 3 to 5, which provides more flexibility when sourcing pixel data for texturing.
-
IHeightmapOps.ColorChannels and IPixelPyramid.ColorChannels can be used to recombine the color channels of the pixel data sources, before mapping them to a terrain texture slot.
§ 349 / FIX
Fixed a bug in IDataStream.Deflate that could produce non-standard output data streams, when given specific inputs. Such non-standard stream can be read with IDataStream.Inflate, but other RFC 1950/1951 implementations may fail with an error.
§ 348 / FIX
The SpriteCache now uses the transform Diagonal instead of Rotate when it needs to flip the coordinate axes for fitting a sprite into its allocated rectangle. Pixel padding at the top and left edges is no longer required to avoid color-bleeding, but when inspecting the sprite cache texture visually, some sprites may appear mirrored.
§ 347 / FIX
BinaryDigest.MD5 has been fixed and lo longer produces incorrect checksums for input that contains 2 GB of data or more.
2024
2024/12/31 ⬤ V1.0 RC4.28
§ 346 / CHANGE
To prevent fraud and abuse, licence keys will use a different private encryption key. Starting with the next SDK version, existing licence keys will no longer work.
Customers owning valid licence keys will receive an updated licence certificate document, to ensure smooth transition without interruption.
Any licence key received from "MyCommerce / A Digital River Company" after 2023/10/26 or any other 3rd-party must be considered illicit. Any use or possession of such fraudulent licence keys is prohibited by international laws and will lead to immediate termination of all licence agreements with Tinman 3D.
§ 345 / CHANGE
Changed the definition of TerrainView.LightingMatrix for the SkyMode.Global with Geocentric case: the altitude and azimuth angles of IEnvironmentMap now correspond to geographic latitude and longitude, which simplifies the process of placing the prominent scene light at the zenith above a given terrain location.
To get the old behaviour, add -90° to the azimuth angle when calling ILightProvider.SetLight.
§ 343 / CHANGE
Updated 3rd-party libraries:
-
Microsoft.Data.Sqlite 9.0.0 / SQLite 3.47.2
Used by:Tinman.AddOns.SQLite
component -
Silk.NET 2.22.0
Used by: DirectX9Context, DirectX11Context, DirectX12Context
§ 342 / FEATURE
With the Quickstart.Evaluation method, the Tinman 3D SDK can be put into instant evaluation mode, for example after adding the SDK libraries via NuGet.
To request a full evaluation licence, please refer to Licencing and Pricing.
§ 341 / FEATURE
Updated the EPSG geodata registry to version 11.025:
Path |
|
---|---|
|
§ 340 / FEATURE
Added Geodata Example for "Black Marble / Night Lights".
§ 339 / FEATURE
The built-in data type string represents a sequence of UTF-16 code units, which is the de-facto standard for Java and C#.
To encode characters with a code point higher than 65535, surrogate pairs must be used, for example "\uD83D\uDCA9\"
for "💩"
, which has a length of 2 char values.
Support for Unicode has been improved throughout the SDK:
-
CharacterEncoding now also offers UTF_32_BE and UTF_32_LE.
-
The C++ class
CodeX::String
provides built-in helpers for converting strings between the US-ASCII, ISO-8859-1, UTF-8, UTF-16 and UTF-32 encodings, based on UnicodeStream and ICharSetTrait. -
APIs using the built-in data type char have been extended to use int instead, in order to be able to consume UTF-16 code unit pairs and UTF-32 code units:
Please note that grapheme clusters are not interpreted. Instead, they are consumed as code point sequences.
§ 337 / FIX / C#
Fixed a buffer-underflow error when calling the proj_info
function of the PROJ library (version 6 or newer) from C#, which could lead to unstable CLR behaviour or other subtle application bugs.
The problem occured only if all the following were true:
-
The IFileFormat.Description property of GdalImageFormat is accessed, either explicitly or implicitly by calling the TinmanModule.SystemInfo method, by opening the About Box in the Workshop Application or by running the
sysinfo
command in the Geodata Processor. -
The native PROJ library has been loaded by the NativeLibrary class at runtime.
2024/10/31 ⬤ V1.0 RC4.27
§ 336 / CHANGE
Removed an API relic related to GPU rendering with hardware instancing, which required specification of the instance range with the call to IGraphicsContext.SetGeometryBuffer.
Now, the instance range is passed to the Draw*
methods of the IPrimitiveRenderer object.
§ 335 / CHANGE
The RenderEffectParameters API has been changed in order to improve runtime performance and to reduce the amount of required boilerplate code, see the new Aggregate method.
Please refer to GPU Programming / Render Effect Parameters for an example.
§ 334 / CHANGE
The active IGeoRegistry may be queried with GeoRegistry.Current but can no longer be specified by setting that property. Instead, the new stack-based API must be used, in global and/or thread-local scope.
§ 333 / CHANGE
Updated 3rd-party library:
-
Microsoft.Data.Sqlite 8.0.10 / SQLite 3.47.0
Used by:Tinman.AddOns.SQLite
component
§ 332 / CHANGE
The 3D Models domain model uses interfaces for read-only access and the implementation class for read-write access, see IModel.Mutable. The IMaterial interface now fully integrates this concept, see IMaterial.Mutable and IMaterialPart / MaterialPart.
§ 331 / FEATURE
Updated the EPSG geodata registry to version 11.021:
Path |
|
---|---|
|
§ 330 / FEATURE
It is now possible to specify a transformation matrix for use with lighting via TerrainView.LightingMatrixAdjust, analogously to TerrainSky.EnvironmentMatrix and TerrainSky.TextureMatrix.
The transformation can be used to move the light position on the GPU, instead of updating the light position via ILightProvider.SetLight, which triggers re-computation of the environment map texture on the CPU.
To render high-resolution backgrounds, the new SkyDome class can be used: based on a ITexelPyramid in a TextureAtlas, it renders the background at the correct level-of-detail, taking into account the camera viewport and zoom.
Please refer to Tutorial_24_Moon, which shows how to do this.
§ 329 / FEATURE
Introduced version 6 of the file format Compiled Model Hierarchy (CMH), please refer to ModelFormat.CMH and IModelWriterCmh for more information.
§ 328 / FEATURE
Finished ClampU, ClampV, MirrorU and MirrorV of MaterialFlags.
§ 327 / FEATURE
Added optimization methods for improving performance of complex IModel hierarchies:
Please refer to Performance Guider / ModelRenderer for additional information.
§ 326 / FIX
Fixed a problem with object pooling, triggered by calling ObjectPoolUilt.PoolClear, which could possibly lead to corrupted data.
§ 325 / FIX
Fixed a number of small issues and problems.
-
-
Camera controls sometimes tend to jitter while zoomed out in a planetary view.
-
-
-
Fog is rendered incorrectly for lines and triangles that have a very large spatial extend.
-
-
-
Grabbing the knob of a slider by clicking it no longer changes the slider position.
-
-
-
For terrain mesh sectors with high curvature, the generated box in the shadow cascade box soup does not contain all geometry.
-
The shadow cascade box soup is rendered with a latency of one frame, which causes Z-fighting artefacts when the camera is moving fast.
-
§ 324 / FIX
Fixed a null-pointer error in Heightmap.Split that occured when the calling code holds sole ownership and there are no output layers, i.e. the split layers and the heightmap layers are disjoint.
§ 323 / FIX
Alpha blending for rendering the sky background now works as documented by TerrainSky:
-
Using a transparent IEnvironmentMap (see EnvironmentMapSky.Transparent) for render pass 3 will blend with the previous pass.
-
Using a transparent ITextureCube for render pass 2 will blend with the previous pass.
Please refer to Tutorial_24_Moon for an example setup.
§ 322 / FIX
Greatly improved performance when performing extensive manipulations on large IModel hierarchies (more than ~50000 nodes).
§ 320 / FIX
Fixed a bug related to HeightmapShape / IScene.Correction that could generate incorrect terrain data under some circumstances.
§ 319 / FIX
Fixed a bug in ResourceCache (see Graphics.Cache) which could sporadically cause the following issues while the cache is at 100% of its capacity (total memory size or object count):
-
IResource objects obtained via GetNull get disposed while still bound, see IResource.Binding.
-
IResource objects obtained via OwnNull are removed from the cache, although they have not yet been disposed.
§ 318 / FIX
Improved performance of clearing ArrayDeque, ArrayVector, Map and Set containers, by avoiding redundant clears and by dirty clearing where applicable:
§ 317 / FIX
Fixed a bug in ShapeFormat.SHP which caused a "bad record numbering"
exception to be thrown for valid shape data, when all the following is true:
-
The
.shx
file is missing, but the.shp
is packed and thus still readable. -
Some shape data is not compatible and does not get merged, see IShapeReader.
-
Shape values exist but are skipped, i.e. the ReadShapeFlags.Value is not present.
2024/10/03 ⬤ V1.0 RC4.26
§ 316 / CHANGE
Replaced default use of LineEnding.Native with LineEnding.LF:
§ 315 / CHANGE
Updated 3rd-party libraries:
-
Assimp 5.4.3
Used by: AssimpModelFormat -
Microsoft.Direct3D.DXC 1.8.2407.12
Used by:Tinman.Shaders
component -
Microsoft.Data.Sqlite 8.0.8 / SQLite 3.46.1
Used by:Tinman.AddOns.SQLite
component
§ 314 / CHANGE
The API now uses generic methods instead of generic class wrappers for helper functionality, which has been moved as follows:
-
CollectionsUtil<T>
→ AlgorithmUtil, ArrayUtil, ArrayVector -
Comparable<T>
→ AlgorithmUtil, SystemUtil -
DefaultConstructor<T>
→ SystemUtil -
DisposableUtil<T>
,DisposableUtil2<T1,T2>
→ DisposableUtil -
Equatable<T>
,EquatableRef<T>
→ ArrayUtil, SystemUtil -
Identity<T>
→ SystemUtil -
SerializationUtil<T>
→ ISerializer -
SystemUtil.Array*
→ ArrayUtil -
SystemUtil.VarInt*
→ IOUtil -
SystemUtilGeneric<T>
→ SystemUtil -
VersionedUtil<T>
→ Versioned
§ 313 / CHANGE / C++
The Code-X Processor has been improved to generate forward declarations, using declarations and #include
directives in C++ header files more intelligently, in order to increase code robustness and compilation speed.
Existing code might run into problems, though:
-
Header files no longer contain
using
declarations, so compiling code that uses formerly leaked symbols will fail because of undefined symbols. -
Header files more often use forward declarations instead of
#include
directives, so formerly complete types might become incomplete.
To fix, just include the missing types. For more details, please refer to: Why does compilation or linking fail?
§ 312 / CHANGE
The SceneObject base class now implements the CallbackMask property in a different way: it is no longer virtual
and its value must be specified via the constructor.
§ 311 / CHANGE
The ISwapChain.Present method has been split into PresentBegin and PresentEnd, to allow additional performance optimizations in ApplicationLoop.
§ 310 / FEATURE
Updated the EPSG geodata registry to version 11.017:
Path |
|
---|---|
|
§ 309 / FEATURE
The new DecoratorCoordinateAxes.RenderOverlay method can be used to render the same 2D overlay for coordinate axis labels and metrics as used by the ModelWidget class.
§ 308 / FEATURE
The IShapeExtruder now supports texturing via its Texture property, see ShapeExtruderTexture.Building for an example for buildings.
§ 307 / FEATURE
The new Privilege API allows client code to restrict the access that the Tinman 3D SDK has to system resources and native APIs:
§ 306 / FEATURE
The Demo Application now showcases the Code-X Workflow by using the Code-X Processor to generate the C++, HLSL and GLSL source code from the Code-X compliant C# source code. Please refer to Code-X Framework for details on the development process.
§ 305 / FIX
Fixed a problem in MeshBuffer that could cause the internal object pools to grow excessively up to approx. 1.5 GB of RAM when using complex IHeightmap objects, which in turn could cause out of memory errors, especially on 32-bit platforms. Please refer to Performance Guide / ObjectPoolUtil / Interval for details.
§ 304 / FIX
Fixed a bug in the algorithm used by IShapeOps.Convert to convert shapes with from ShapeType.Polygon to ShapeType.Mesh, which causes incorrect results under some circumstances.
§ 303 / FIX
Fixed various issues in CameraPath resulting from improper handling of control point replication (see ICurve) and from improper camera control interaction (see CameraControl). Now, Uniform-B splines and camera control suspension are used, see Maths.SplineUniformB and CameraControl.Suspend.
§ 302 / FIX
Fixed a problem with the computation of per-pixel eye vectors in ModelRenderer for models with large polygons that intersect the near clipping plane, which caused incorrect rendering of reflections.
§ 301 / FIX
Fixed a bug in Viewport that prevented the value of the AspectRatio property from being updated correctly when the Set method was used.
§ 300 / FIX
Fixed a bug in the GPU shader code that caused slight flickering of the overall scene brightness while the lighting parameters change continuously, most noticeable when the Sun moves across the sky.
§ 299 / FIX
Using SceneObject.DirtyFrame to trigger a redraw after a property change only works when ISceneObject.CallbackMask includes the SceneObjectCallback.UpdateFrameTime flag.
The SceneObject base class has been fixed, so that the required flag is always returned when a redraw has been requested earlier, even if the subclass did not specify it in the first place.
§ 298 / FIX
Fixed an unwarranted runtime validation warning message that is output by Direct3D 11 when using DirectX11Context and calling IGraphicsFence.Set subsequently without calling IGraphicsFence.Wait in between, which is explicitly allowed by the interface and handled correctly by Direct3D:
"ID3D11DeviceContext::End: End is being invoked on a Query, where the previous results have not been obtained with GetData. This is valid; but unusual. The previous results are being abandoned, and new Query results will be generated."
§ 297 / FIX
Fixed some render issues with ApplicationControlWpf
when using DirectX11Context:
-
Selection of a compatible Direct3D 9 adapter for surface sharing.
-
Incorrect sRGB output and/or flickering when multi-sampling is disabled.
-
Black screen when running over a remote desktop connection.
-
Occasional one-frame latency, when rendering single frames sporadically.
§ 296 / FIX / GLSL
The GLSL code now implements a proper work-around for the unsupported noperspective
keyword when OpenGLES is used.
§ 295 / FIX
Improved rendering of 3D lines with the Renderer class: depth clipping distortions no longer occur for thin lines (LineThickness = 1) with DX10 and are now a documented restriction of DX9.
2024/07/20 ⬤ V1.0 RC4.25
§ 294 / CHANGE
The Tinman.AddOns.DirectX9 component now uses the IDirect3DDevice9Ex
API, instead of IDirect3DDevice9
.
§ 293 / CHANGE
The IGraphicsContextFactory.AdapterOrdinal and Graphics.adapter properties no longer revert to adapter ordinal #0
when a value outside of the allowed range is specified.
Initialization of the graphics context now fails in such a case.
§ 292 / FEATURE
The ApplicationControlWpf
class of the Tinman.AddOns.WPF
component now supports Direct3D 11 as render API, in addition to Direct3D 9. The WpfContextFactory
class has been removed, please use DirectX9ContextFactory or DirectX11ContextFactory instead.
2024/07/04 ⭘ V1.0 RC4.24
§ 290 / CHANGE / C#
The Silk.NET library does not support 32-bit for Direct3D 9 (and randomly crashes the process), so the CanCreateGraphicsContext property of DirectX9ContextFactory now returns false
when running in a 32-bit CLR.
§ 289 / FEATURE
Updated the EPSG geodata registry to version 11.012:
Path |
|
---|---|
|
§ 288 / FEATURE
The GdalImageFormat now supports all GDAL versions from 1.7 as well as PROJ version 4 and all versions from 6. For details, please refer to the LibraryNames
methods of the GdalLibrary
, Proj4Library
and Proj6Library
classes.
§ 287 / FIX
The LookupMemory methods of GL and GLES now make correct use of the GL_ATI_meminfo extension. Before, their incorrect use could cause runtime errors and/or memory corruption.
As a work-around, use IGraphicsContextFactory.AvailableVideoMemory to specify the amount of video memory, which avoids the problematic video memory query.
§ 286 / FIX
The ModelFormat.OBJ now correctly interprets the .mtl
commands d
and Tr
for material transparency.
§ 285 / FIX / GLSL
The GLSL source code no longer uses the following language constructs, which are not required by the GLSL specification and thus may be unsupported by some OpenGL drivers, for example Intel® HD Graphics:
void Function(float parameter = 1f) (1) { vec4 a = ...; vec4 b = ...; if (all(a == b)) (2) { ... } }
1 | Function parameter with default value |
2 | Implicit conversion from bool to bvec |
The ==
operator behaves differently in GLSL (scalar result) and HLSL (vector result).
Use of all(…)
is required for HLSL but demands non-standard support by GLSL, via implicit conversion.
§ 284 / FIX
Fixed incorrect interpretation of ReadModelFlags.PureTextures by OpenFlightModelReader.
§ 283 / FIX
Fixed a method precondition in the constructor of GLEffect: compilationMacro
is optional and may be null
.
The OpenGLEffect class passes a null
value, which caused an InvalidArgumentException in DEBUG mode.
As work-around, please change null
to a dummy compilation macro name, for example "GL_DUMMY"
.
2024/05/31 ⭘ V1.0 RC4.23
§ 282 / CHANGE / GLSL
GLSL code output has been improved for compatibility with more strict and less lenient OpenGL drivers, for example Intel® UHD Graphics:
-
The required GLSL ES language version is now 3.10 with
GL_(EXT|OES)_shader_io_blocks
, to properly declare use of interface blocks, in order to fix compilation errors like this:in / out storage qualifier not allowed
-
The GLSL ES language specification does not allow array types for vertex shader inputs. Such inputs are now unrolled into separate variables, which fixes this error:
invalid type on vertex_?
-
The interpolation qualifier
noperspective
as well as the auxiliary storage qualifierscentroid
andsample
are now output for every shader stage, not just the fragment stage, to fix compilation errors like this:Type of ? different between shaders
§ 281 / CHANGE
Throughout the SDK, the FileFlags.NoShare flag is used when writing files, in order to prevent accidental read accesses to incomplete (hence corrupt) data.
§ 280 / CHANGE
Change ownership behaviour of IPixelPyramid.Cache2, ITexelPyramid.Cache, IDataset.UseCache and DatasetFileCacheDelegate. To migrate existing invocations, an additional call to Acquire must be made to acquire ownership.
§ 279 / CHANGE
The StringUtil.ToLower and StringUtil.ToUpper methods now behave like char.ToLowerInvariant
and char.ToUpperInvariant
of .NET 8.0 on Windows 10. Before, it was consistent with .NET Framework 4.8. See this breaking change for additional information.
§ 278 / CHANGE
The behaviour of FormattingUtil.GetCategory has been changed to become consistent with .NET 8.0. Before, it was consistent with .NET Framework 4.8. See this breaking change for additional information.
§ 277 / CHANGE / C++
String.LastIndexOf now returns the string length if the search token has zero length, instead of the string length minus one.
"ABCDEF".LastIndexOf("") == 5 (1)
"ABCDEF".LastIndexOf("") == 6 (2)
1 | Old behaviour, consistent with .NET Framework 4.8 |
2 | New behaviour, consistent with .NET 5.0+, see this breaking change for additional information. |
§ 276 / CHANGE / C#
The Tinman.AddOns.SQLite
component now uses the NuGet package Microsoft.Data.Sqlite and no longer contains the native SQLite binaries, which must be provided as described by the NuGet package.
See Tinman.AddOns.SQLite.TinmanAddOnsSQLiteModule.adoc
for more information.
§ 275 / FEATURE
The IImageOps.Pad method now offers a special padding mode, which can be used to restore the redundant pixel column in wrap-around datasets with PixelIsPoint semantic, if the pixel column has been omitted from the data. See the EGM2008 dataset for an example.
§ 274 / FEATURE
The IJsonValue.ToFile and IJsonValue.ToString now provide a choice for the output encoding, which is transparently read back by JsonValue.FromFile:
§ 273 / FEATURE
The ConfigScript supports a new aggregation operator a +> b
and its shortcut form +a
, see Scripting Overview / Operators.
§ 272 / FEATURE
The CoordinateSystemWkt class now supports both WKT version 1 and 2.
§ 271 / FEATURE
The ICurve interface now supports the concept of replicating control points, in order to control the curve. See ICurve.Replicate for details.
§ 270 / FEATURE
Updated the EPSG geodata registry to version 11.008:
Path |
|
---|---|
|
The old version is still included, in a bug-fixed revision:
Path |
|
---|---|
|
§ 269 / FIX
Fixed a bug in GeoPathTrail that sporadically caused incorrect rendering and/or index-out-of-bounds errors when Timestamp was updated frequently.
§ 268 / FIX
Fixed the default value of Animation.TimeLapse upon construction: it is now 1.0
(as documented), but was 0.0
before.
§ 267 / FIX
Cancelling HTTP requests via ISimpleHttp.Cancel now also stops the download, if it is already in progress. Although the interface is intended to be used for numerous requests carrying little data, getting large chunks of data is sometimes desirable, too. The fixed behaviour eliminates unnecessary wait times when cancelling heavy requests.
§ 266 / FIX
Fixed a multi-threading bug related to IHeightmap objects created with HeightmapBuilder.Memory, possibly leading to inconsistent data or dead-locked threads. As work-around, access in-memory raster datasets only from a single thread.
§ 265 / FIX
Fixed incorrect handling of TextureFormat.A8L8 and TextureFormat.L8 in OpenGLContext and OpenGLESContext.
2024/05/08 ⬤ V1.0 RC4.22
§ 264 / CHANGE
Updated 3rd-party libraries:
-
Assimp 5.4.0
Used by: AssimpModelFormat -
Silk.NET 2.21.0
Used by: DirectX9Context, DirectX11Context, DirectX12Context
§ 263 / CHANGE
The options of ModelReader have been extracted to the ModelReaderOptions class. Use IModelReader.Options to access them.
§ 262 / CHANGE
The ModelSimplifyFlags.RemoveRedundant flag now also removes superfluous parent-child links by merging the IModel objects, if possible.
§ 261 / CHANGE
Removed RenderStatePreset.AntiAliasing, because it provides little practical use, given its behavioural differences between graphics APIs. The RenderStatePreset.AlphaBlending preset now includes alpha-based anti-aliasing for line primitives if multi-sampling is not used.
§ 260 / CHANGE
The OpenFlightModelReader class provides several performance improvements as well as additional properties. The default values of the new KeepPolygonFootprint and KeepStructure properties establish a different behaviour: polygons classified as footprint for CAT cutout were excluded, now they are included; the hierarchical scene structure was flattened by default, now it is retained.
§ 259 / CHANGE
The GeoPathTrail scene entity now uses an improved method for generating dynamic geometry that supports incremental updates, which allows use of geo path trails that are highly detailed and/or very long, without performance degradation.
To migrate, review uses of the removed MaximumSegments
and MinimumTimestampStep
properties and replace with Capacity and TimestampStep.
§ 258 / CHANGE
The redundant GpuBufferFlags.Update flag has been removed, because non-static GPU buffers are implicitly updatable. The GpuBufferFlags.Volatile flag has been replaced by GpuBufferFlags.Map.
When creating non-static GPU buffers via IBufferFactory, the specified GpuBufferFlags now determine the ResourceAccessPattern of the created IGpuBuffer object, instead of merely suggesting it.
The documentation of the behaviour of GPU buffer updates has been improved to better explain the interaction between GpuBufferFlags and ResourceAccessPattern.
§ 257 / CHANGE
The IStreamingTarget interface is now IDisposable, so that ownership of IModelTextureDynamic objects can be tracked properly.
§ 256 / CHANGE
Calls to the TinmanModule.RegisterResource method are now only allowed from TinmanModule.DoInitialize, during SDK initialization.
§ 255 / FEATURE
The OpenFlightModelReader class now exposes geo-referencing metadata of the fltHeader
database record via new Flt*
properties.
§ 254 / FEATURE
The ModelFormat.WriteModel method now returns a IModelWriter object, which can be used to provide format-specific options for writing model files, for example IModelWriterCmh for ModelFormat.CMH.
§ 253 / FEATURE
The IModelGeometry interface now supports preloading via IPreloadingResourceHandle, which eliminates framerate stuttering when the ModelRenderer needs to load geometry data through the ResourceCache.
§ 252 / FIX / GLSL
The GLSL source code no longer uses the following language features, which are not required by the GLSL specification and thus may be unsupported by some OpenGL drivers:
in IB_S { vec4 a; } data; struct S { vec4 a; }; void main() { vec4 a = ::data.a; (1) S data = S(data); (2) }
1 | The scope operator :: to access global variables |
2 | Inter-type structure copy constructors |
§ 251 / FIX
Fixed issues in the constructor of WGLContext which caused calls to RegisterClass
and/or wglChoosePixelFormat(ARB|EXT)
to fail.
2024/04/08 ⭘ V1.0 RC4.21
§ 250 / FEATURE
The new IModelReader.ReadModelDebug method can be used to diagnose file format problems when loading 3D models.
§ 249 / FEATURE
The TerrainLayer of a TextureLayer or ShapeLayer scene entity can now be hidden via HideUntilReady while the texture content is being rebuilt, instead of showing data with increasing resolution during the build process.
§ 248 / FEATURE
The NativeLibrary class now outputs a warning log message for each required function that failed to load, to explain the reason why IsLibraryLoaded returns false
.
If RenderContext.CanCreate returns false
although the GLApi is known to be available, the warning messages can be used to analyze the problem.
§ 247 / FEATURE / C#
The built-in IGraphicsContextFactory implementations that use Silk.NET now output a warning log message via GraphicsContext.Logger before returning false
from CanCreateGraphicsContext, after detecting an unexpected failure, which simplifies debugging.
-
WpfContextFactory
If the Silk.NET assemblies have not been redistributed with an application, no log message is output, because this is treated as an expected failure and the graphics context factory will be disabled silently.
§ 246 / FIX
Fixed some API usage problems with DirectX12Context which caused runtime validation errors and warnings:
-
#1315:
D3D12_MESSAGE_ID_DESCRIPTOR_HEAP_NOT_SHADER_VISIBLE
-
#1328:
D3D12_MESSAGE_ID_CREATERESOURCE_STATE_IGNORED
§ 245 / FIX / C#
Fixed errors in the following NuGet packages that have been introduced by § 242 / FEATURE in version V1.0 RC4.20:
- Tinman.AddOns.WPF
- Tinman.AddOns.WinForms
§ 244 / FIX / C++
Fixed a bug in DirectX11Context which caused a call to IUnknown::Release()
on a COM object that had already been destroyed, when disposing a non-multisample IRenderTarget that has been created with CreateRenderTarget.
2024/03/21 ⭘ V1.0 RC4.20
§ 243 / FEATURE
IGraphicsContext objects now use two separate repositories for GPU shaders: a shared public one and a private one. The former has become optional and may be specified via IGraphicsContextFactory.ShaderRepository. The latter may be defined by IRenderEffectFactory implementations. The AddOns components now contain a private GPU shader repository:
-
AddOns / GLSL shaders
OpenGLContext, OpenGLESContext -
AddOns.DirectX9 / HLSL shaders
DirectX9Context -
AddOns.DirectX11 / HLSL shaders
DirectX11Context -
AddOns.DirectX12 / HLSL shaders
DirectX12Context
§ 242 / FEATURE
The NuGet packages of the Tinman 3D SDK now include separate sets of binaries for DEBUG
and RELEASE
.
See Software Architecture / DEBUG vs. RELEASE for details.
§ 241 / FIX
Fixed a bug in OpenGLEffect and OpenGLESEffect that caused incorrect rendering of the wireframe overlay on top of the material terrain layer, see TerrainLayer.Material and TerrainViewFlags.ShowWireframe.
§ 240 / FIX
Fixed a bug in Graphics that caused sporadic render artifacts in rare cases, apparent only when using a DirectX12Context.
2024/03/14 ⬤ V1.0 RC4.19
§ 239 / FEATURE
Terrain layer content can now be prepared while the layer is invisible and the texture progress can be queried per layer. Before, content building started when the layer became visible, which progressively showed data with increasing resolution, which might not be desirable.
§ 238 / FEATURE
Improved performance of GPU buffer updates with GpuUpdateFlag.Discard for Direct3D 12.
§ 237 / FEATURE
Reduced frequency of error checking with GLBase.ErrorReset to improve performance. Use GLContext.DebugFrequentErrorChecks to restore the previous error checking level.
§ 236 / FEATURE / C++
Added some helpers for wrapping native arrays and/or buffers with CodeX::Array
and ByteBuffer.
§ 235 / FEATURE
Added SpriteCache and VisualCache classes, to support rasterization of 2D visuals (see IVisual) and efficient rendering using batched sprites.
§ 234 / CHANGE / C++
Header and source files (*.h
, *.hpp
, *.cpp
) now use UTF-8 encoding, instead of ISO-8859-1.
§ 233 / CHANGE / C#
The AddOn libraries for Direct3D 9, 11 and 12 and the AddOn library for WPF now use the Silk.NET package for accessing native APIs.
§ 232 / CHANGE
The TexelBuffer.PixelEncode method now pads the given pixel buffer with transparent black, instead of requiring that the buffer is large enough.
§ 231 / CHANGE
The TexelBuffer.PixelEncodeMipmaps method now pads the given pixel buffer by duplicating the right and bottom edges, instead of filling with transparent black.
§ 230 / FIX
Fixed a bug in RenderPipeline.UploadBytes which causes incorrect uploads to Direct3D 12 resources via IGpuBuffer.BufferUpdate when more than 64 MB of data was specified.
§ 229 / FIX
Fixed a bug in Bitmap that happened after ITextureFactory.ValidateTextureSize had adjusted the texture size, which caused a possible index out of bounds error in Bitmap.SetPixels.
§ 228 / FIX
The Processor now correctly substitutes all macro occurrences in a text line, instead of just the first one.
§ 227 / FIX
Fixed RenderStatePreset.AlphaBlending so that destination alpha is accumulated correctly.
§ 226 / FIX
Fixed visual artefacts when rendering thick lines with non-zero surface layers, see IMaterial.LineThickness and IModelPart.Layer.
§ 225 / FIX
Fixed a bug in EffectComponents of ModelRendererParameters that always enabled ModelRendererFlags.PixelFrequency.
2024/01/13 ⬤ V1.0 RC4.18
§ 224 / CHANGE
Changed behaviour of RenderStatePreset.AntiAliasing to make use of line anti-aliasing (if supported) when multi-sampling is not available.
§ 223 / CHANGE / C++
Removed a decade old hack which used GetErrorMessage
instead of GetMessage
for System.Message, to compensate for the WinAPI #define
.
Now using #undef
instead, where necessary.
See FAQ for details.
§ 222 / CHANGE / C++
The CodeX::String
class uses the same logic as CharacterEncodingSimple.ISO_8859_1 when converting characters from UTF-16 to ISO-8859-1.
For code points below 256, the behaviour is still the same.
§ 221 / CHANGE
Removed ValueToBox
and BoxToValue
from SystemUtilGeneric
.
Please use Boxed instead.
§ 220 / CHANGE
Removed unnecessary boilerplate from SDK code:
-
For-each statements are now used to iterate over IEnumerable objects, strings and arrays:
C# :foreach(T item in list)
C++ :for(T item : list)
-
For local variables in C++,
T::ptr
is now used, instead ofPtr<T>
.
§ 219 / CHANGE
Changed default render state values when using the IRenderEffect framework:
-
DirectX9Effect.RenderStateDefault:
RS_SCISSORTESTENABLE = true -
GLEffect.RenderStateDefault:
GL.SCISSOR_TEST = enabled
GLES.SCISSOR_TEST = enabled
The RenderStatePreset enumeration is now annotated with FlagsAttribute, which allows to apply multiple presets in a single call.
§ 218 / CHANGE
If a TerrainModel does not have the ShadowReceiver flag, its geometry will now be rendered without shadows. Lighting may still be performed on it and it may still cast shadows.
§ 217 / CHANGE / C++
The default TinmanException.Panic behaviour now calls std::terminate
in RELEASE
mode.
§ 216 / FEATURE
The SamplerStatePreset enumeration has been extended to cover more sampler state combinations:
-
Filter (point, linear, anisotropic)
-
Address U/V (border, clamp, mirror, wrap)
-
Border (RGBA color, with 1 bit per channel)
§ 215 / FEATURE
The ModelPoseFlags have been extended to support better material manipulation via ModelPose.Material.
§ 214 / FEATURE / C++
Modernized CodeX::Delegate
:
- Replaced preprocessor macros with variadic templates.
- Added Ptr<T>::operator()(Type::*Member)
as an alternative to Ptr<T>::Method(Type::*Member)
.
- Delegates can now wrap std::function
values, which allows use of lambda expressions.
§ 213 / FEATURE / C++
CodeX::String
values can now be constructed via literal operators "…"_CX
and L"…"_CX
, the old-style macros CSTRING("…")
, ZSTRING("…")
and ZCHAR('?')
have been deprecated.
§ 212 / FEATURE / C++
Minimized use of CodeX::TypeOf<T>::Default()
and moved field assignment statements in constructors to the initializer list.
§ 211 / FEATURE
Added a best practice recommendation to IDataStream which states that Finish should be called before disposing the stream and updated SDK classes accordingly.
§ 210 / FIX
The GPU code now uses the exact sRGB formula instead of the exponent 2.2 approximation for VertexElementFlags.Srgb, to match the sRGB processing that is performed by the GPU.
§ 209 / FIX
The TextureAtlasOptions class now obeys the new ITextureFactory.MaximumSize resource size limit, by balancing the texture and slice counts. For example, see Resource Limits (Direct3D 11).
§ 208 / FIX
The DecorationFor method of SilhouetteDecorator no longer throws a FailedAssertionException in DEBUG
mode when the silhouette is empty (i.e. Silhouette.Vertices is empty).
§ 207 / FIX
Fixed a buffer overflow error when using ImageFormat.DDS to read a block-compressed texture whose width and/or height are not aligned to the block size.
§ 206 / FIX / C++
Fixed an access violation error during the final exit procedure of the process, caused by a bad dependency on the order in which ShutdownSurviveAttribute values are deleted, for binaries that link statically to the Tinman 3D SDK.
For older entries, please refer to Archived - 2023 / § 205.