Two news about our
TCastleControlare now (again) advised to be used through these simple names.
Underneath, this happened because of a change I announced at the end of 2021: The old deprecated
TCastleControl.SceneManagerare now removed. They were causing complicated dependencies (in the end TCastleWindow / TCastleControl code should not deal with viewport/scenes specifics), and the assumption that “every window starts with a default scene manager” was unnecessarily complicating understanding of CGE, and even the name
SceneManagerwas outdated (we call it just “viewport” since a long time). The deprecated
CastleWindowTouchwas also removed — just use
We now use a Unicode (UTF-16) version of WinAPI throughout our
TCastleWindowbackend on Windows. This fixes support for international characters in window caption and in native open/save dialogs.
This is yet another post when it was hard to find a screenshot expressing the API improvements 🙂 So here’s a rendering of window glTF model from SketchFab, by Yury Misiyuk in Castle Game Engine editor. The window glass nicely utilizes the material possibilities of PBR, the reflections of a dirty/old glass are nicely realistic and completely dynamic. Here I show them with lights designed in CGE editor — a feature that is correctly in development.