Graphic3d_CLight is now defined as a class inheriting Standard_Transient,
so that it's fields now should be accessed through methods.
Graphic3d_CLight::IsEnabled() - new property allowing to disable light source everywhere.
Confusing alias OpenGl_Light has been removed.
Graphic3d_CLight::SetAttenuation() - the upper limit 1.0 of attenuation factors has been removed
since it contradicts to OpenGL specs and does not make sense.
Graphic3d_ZLayerSettings::Lights() - light sources list is now property of ZLayer.
When defined, it overrides light sources defined for View/Viewer.
New class Graphic3d_LightSet has been defined to define a set of light sources.
V3d_Light - removed obsolete interface for debug drawing lights sources.
V3d_Light is now an alias to Graphic3d_CLight.
V3d_TypeOfLight is now defined as a typedef to Graphic3d_TypeOfLightSource.
Possibility to customize layout of installation of OCCT is introduced by:
- variable INSTALL_DIR_LAYOUT - select one of the two predefined layouts: either Windows (classic OCCT layout) or Unix (Linux standard)
- variables INSTALL_DIR_* (BIN, LIB, INCLUDE, RESOURCE, DOC, TESTS, SCRIPT, SAMPLES, DATA) - specify locations of relevant components
- variable INSTALL_DIR_WITH_VERSION (bool) - specifies whether full version of OCCT should be used in paths in Unix layout
Files LICENSE_LGPL_21.txt and OCCT_LGPL_EXCEPTION.txt are always installed.
Environment is extended to support non-default layouts.
For that, environment variables "CSF_OCCT*Path" are defined, corresponding to CMake variables INSTALL_DIR_* described above.
Visual Studio environment, DRAW, tests, samples are amended to use these variables instead of (or as alternative to) CASROOT.
Settings of Products-specific vars are removed from environment scripts.
File genconf.bat was corrected to avoid error message for the case when path to TCL contains spaces.
Product name in rc files changed to "Open CASCADE Technology".
Improve consistency and visual appearance of predefined OCCT materials in various rendering modes, including ray-tracing:
- Increase the specular exponents (shininesses) for metallic surfaces: Brass, Bronze, Copper, Gold, Pewter, Silver, Steel, Chrome, Aluminum.
- Revise specular colors for metals: Copper, Gold, Aluminum, Silver (according to "Real-Time Rendering, 3rd Edition", AK Peters 2008).
- Increase diffuse reflection of metals: Silver, Aluminum, Chrome (to make them brighter in OpenGL mode).
- Extend Material definition by Refraction Index.
Advanced rendering methods based on shaders or ray-tracing can utilize it to produce refraction effects.
In addition:
- Introduce three translucent materials: Water, Glass, and Diamond.
- Add Charcoal for modeling dark diffuse surfaces.
Add new TCL-based sample (materials.tcl) and test case (tests/v3d/materials/bug24855).