Castle Game Engine: WasVisible: query visibility of scenes and shapes, RobustNegativeScale: support lighting with negative scales

You can easily query whether the scene or shape was (potentially, at least partially) visible in the last rendering event. This accounts for both frustum culling and occlusion culling. Use , for this. Demo is in examples/viewport_and_scenes/test_was_visible. See forum thread for history behind this feature. You can use TCastleRenderOptions.RobustNegativeScale to make lighting work correctly even …

Castle Game Engine: glTF improvements (normal scale, camera fix), mixing glTF with X3D using IMPORT / EXPORT

In both glTF and X3D we implement now a feature to “emphasize / deemphasize normal map”. In glTF this is in material.normalTextureInfo.scale, in X3D this is in normalScale parameter of Material or PhysicalMaterial. The intuitive meaning of it is: value = 1 is the default, regular bump mapping behavior. values < 1 make normal map …