Castle Game Engine: Mobile (OpenGLES) rendering upgrades: occlusion query, anisotropic filtering, 3D textures, shadows; plus new occlusion query demo

Our OpenGL and OpenGLES code is now more streamlined, which allowed to “unlock” various rendering features on OpenGLES. This means we will use some features from OpenGL ES 3.0, if it is available: Occlusion Query, that is also showcased in a new demo examples/viewport_and_scenes/occlusion_query. 3D textures (example data in demo-models, look in texturing_advanced subdirectory). Using …

Castle Game Engine: We now use dedicated GPU automatically for all new projects

Many laptops come now with 2 GPUs: a slower one that consumes less battery and a “dedicated” GPU consuming more battery but capable of much better speeds, esp. when used with non-trivial 3D data. The CGE editor and your applications automatically use the “dedicated” GPU now. More information about this feature, the documentation how to …

Castle Game Engine: User interface features: render with mask (new TCastleMask component), better slider default look, new option ProtectedSidesScaling

New component allows to define a mask (using an arbitrary UI control) and use this mask to limit rendering the children. The mask may be any UI control (or a composition of it). The colors do not matter, only which pixels are drawn by the mask. E.g. you can define a mask using An image …