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Merge pull request #1165 from julien-moreau/master

Update what's new (SSAO)
David Catuhe 9 年之前
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共有 1 个文件被更改,包括 2 次插入0 次删除
  1. 2 0
      dist/preview release/what's new.md

+ 2 - 0
dist/preview release/what's new.md

@@ -47,6 +47,7 @@
     - Added PhysicsImpostor and PhysicsJoint classes  ([RaananW](https://github.com/RaananW))
     - LensFlareSystem now has both ID and name  ([RaananW](https://github.com/RaananW))
     - TargetCamera has now a rotationQuaternion variable to can be used to set the camera's rotation  ([RaananW](https://github.com/RaananW))
+    - SSAORenderingPipeline now uses bilateral blur post-processes instead of standard blur post-process, in order to remove more efficiently the "textile effect"
   - **Exporters**
     - Unity3D exporter: Added support for lightmaps ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
     - Unity3D exporter: Added support for export and run (local webserver) ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
@@ -68,3 +69,4 @@
     - `VertexData.CreateLines()` removed as `MeshBuilder.CreateLines()` now calls `MeshBuilder.CreateLineSystem()`
     - `scene.onNewXXXAdded` and `scene.onXXXRemoved` callbacks were removed and replaced by `scene.onNewXXXAddedObservable` and `scene.onXXXRemovedObservable`
     - `Material.dispose` does not dispose textures by default. You have to call `material.dispose(false, true)` to get the previous behavior.
+    - `SSAORenderingPipeline.getBlurHPostProcess` and `SSAORenderingPipeline.getBlurVPostProcess`. The SSAO rendering pipeline doesn't use standard blur post-process anymore. A bilateral blur post-process is used instead.