Important Changes
- Fixed COM binding, and finished implementation of a basic C# viewer application.
- Implemented support for multiple lighting models in the same scene.
- Improved PCF shadows, sampling a Poisson disk.
- Castor3D now uses a reversed Z buffer.
- Drastically improved overlays preparation and rendering performances and scalability.
- Got rid of almost all remaining uses of std::shared_ptr.
- Reworked PBR specular component, to make it behave consistently when used with metalness.
- Improved environment map reflections, to make it more consistent with IBL.
New Features
General
- Implemented static nodes, that will only be rendered once in shadow map passes and voxelize pass.
- Moved CastorGui plugin code in Castor3D, and implemented more GUI controls.
- Added ways to invert normals, either at mesh import or through the material pass.
GuiCommon
- Updated tree items properties regarding pass components.
Screenshots
![](https://uploads.gamedev.net/news/monthly_2023_05/0ec24f95e36b4203abeff0b3047af0af.Test-3517_ref.png)
![](https://uploads.gamedev.net/news/monthly_2023_05/70fd9bfbdfb1482e97255322c2f21289.Test-3518_ref.png)