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osgEarth 2.4 Released!

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发表于 2013-4-12 09:34:19 | 显示全部楼层 |阅读模式
Version 2.4 (April 2013)
New “MP” terrain engine with better performance and support for unlimited image layers (now the default)
Shader Composition - reworked the framework for more flexible control of vertex shaders
EarthManipulator - support for mobile (multitouch) actions
GPU clamping of feature geometry (ClampableNode)
TMSBackFiller tool to generate low-res LODs from high-res data
OceanSurface support for masking layer
New RenderSymbol for draw control
Fade-in control for feature layers
OverlayDecorator - improvements in draping; eliminated jittering
Added feature caching in FeatureSourceIndexNode
ShaderGenerator - added support for more texture types
Draping - moved draping/clamping control into Symbology (AltitudeSymbol)
Lines - add units to “stroke-width”, for values like “25m”, also “stroke-min-pixels”
PolygonizeLines operator with GPU auto-scaling
New Documentation site (stored in the repo) at http://osgearth.readthedocs.org
Decluttering - new “max_objects” property to limit number of drawables
New ElevationLOD node
SkyNode - added automatic ambient light calculation
New DataScanner - build ImageLayers from a recursive file search
Qt: new ViewWidget for use with a CompositeViewer
Map: batch updates using the beginUpdate/endUpdate construct
GLSL Color Filter: embed custom GLSL code directly in the earth file (glsl_filter.earth)
Agglite: Support for “stroke-width” with units and min-pixels for rasterization
Terrain options: force an elevation grid size with <elevation_tile_size>
Better iOS support
New “BYO” terrain engine lets you load an external model as your terrain
New “first_lod” property lets you force a minimum LOD to start at
Better support for tiled data layers
Lots of bug fixes and performance improvements
New documentation site stored in the osgEarth repo (docs.osgearth.org)
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