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Veldrid 4.8.0

2020-07-05

Veldrid 4.8.0 is now available for download. This release includes a variety of minor bug fixes, and new features, and performance improvements. The list of contributors is longer than ever: a huge thanks to everyone who has put in the time and effort to improve Veldrid!

Veldrid can be installed from NuGet, and the source is available on GitHub.

All Changes

  • Allow creating a Cubemap Texture from existing mip maps. [d51ddde] (@gleblebedev)
  • Fix an issue with OpenGL buffer upload validation. [63ad320]
  • Fix an issue in BoundingBox.Contains() [b75a172] (@bmdub)
  • Change ImGui update method to use protected methods [0a46e19] (erictuvesson)
  • Fix off-by-one issue in Veldrid.Rectangle [41f688f] (csinkers)
  • Add "position" and "size" Vector2 convenience properties to Veldrid.Rectangle. [f963bdc] )(@csinkers)
  • Add event to optionally abort closing the SDL2 window [36bb89b] (@swoolcock)
  • Use explicit handler rather than event for CloseRequested [6dcd6bf] (@swoolcock)
  • Add OpenGL resource name validation to debug builds [18ed564] [50a7c3b] [fd88ef3] [b8f006a] (@csinkers)
  • Add support for gui keys [88dac1c] (@swoolcock)
  • Custom OpenGL TextureTarget values [53836a2] (@gleblebedev)
  • [Vulkan] Enable independent blend. 21d19e0
  • [Vulkan] Dispose surface after swapchain is destroyed. [31e3f02]
  • Added delegates for SDL_GetDesktopDisplayMode and SDL_GetNumVideoDisplays [0685fc7] (@drjaydenm)
  • Create D3D11 device with adapter and flags [489a360] (@gleblebedev)
  • Added a test case for binding a render target and sampling it [fcf4e16] [9c7ed5f] (@drjaydenm)
  • [D3D11] Mark Framebuffer target textures as unbound. [9b16d7e]
  • Fix typo in GraphicsPipelineDescription [d0989e6] (@Firenezz)
  • [OpenGL] Reset the draw buffers after clearing a color target. [8be2230] (@Doom2fan)
  • [Vulkan] Replace some foreachs that were causing lots of allocations. [65ca145] (@Doom2fan)
  • Rearrange SDL2 platform detection logic to avoid Prefer32Bit bug. [a18a456]
  • [D3D11] Replace a foreach that was causing a lot of allocations [6b60e13] (@Doom2fan)
  • Use VK_EXT_metal_surface when available. [a8d8279]
  • [D3D11] Fix ClearDepthStencil not clearing depth. [793404e] (@Doom2fan)
  • [Vulkan] Fix the stencil comparison function not being set. [a79d16e] (@Doom2fan)
  • [OpenGL] Fix the stencil ops not being set. [fa123a9] (@Doom2fan)
  • Fix cubemap framebuffer attachment validation. [1b42add] (@Doom2fan)
  • [OpenGL] Fixed cubemap framebuffers. [c1bc4cb] (@Doom2fan)
  • Add render tests which use Framebuffers with a non-zero target aray layer. [987d381]
  • [OpenGL] Fix cubemap array creation. [86c44b0]
  • Fix CommandList.CopyTexture 2-arg overload when used with a cubemap Texture. [ea642bf]
  • [D3D11] Fix creation of Framebuffers targeting a cubemap face. [22d7de4]
  • Added a "IsDisposed" property to some public classes. [4faa99d] (@Doom2fan)
  • [D3D11] Fix copying depth-stencil textures. [585c01e]
  • [Vulkan] Fix copying depth textures. [92ed125]
  • Add a RenderTest which writes custom values via gl_FragDepth. [6853a63]
  • [OpenGL] Fix depth targets in cubemap framebuffers. [34a538f] (@Doom2fan)
  • Add key repeat info to KeyEvent [176a245] (@trolleyman)
  • Add SDL_GetModState, and add IsKeyLocked method to Sdl2Window [a40fca1] (@trolleyman)
  • Fix how Vulkan render passes are used in some cases. [0a771bc]
  • Add new KeyEvent constructor. [a800152] [253d9a8] (@trolleyman)
  • Make SDL_ControllerDeviceEvent public [518725a] (@trolleyman)
  • Update ImageSharp [899a4e7] (@brianpopow) [20486ad] [75437ad] (@UkooLabs)
  • Improve this Doc
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