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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://dev.gorilla3d.de/</docs><link>https://dev.gorilla3d.de/</link><description><![CDATA[Gorilla3D Bugtracker - Issues]]></description><title>Gorilla3D Bugtracker - Issues</title><image><title>Gorilla3D Bugtracker - Issues</title><url>https://dev.gorilla3d.de/images/mantis_logo.png</url><link>https://dev.gorilla3d.de/</link><description><![CDATA[Gorilla3D Bugtracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0000259: Optimize Transparency Rendering for less-translucent objects</title><author></author><link>https://dev.gorilla3d.de/view.php?id=259</link><description><![CDATA[In v1.1.1.3048 we've implemented embedded FragmentDepth Rendering for better transparency weighting of less-translucent objects.&lt;br /&gt;
Translucent objects with high opacity value were weighted equally like all other translucent objects.&lt;br /&gt;
We now pre-render fragment depth of the scene with the most front vertex depth.&lt;br /&gt;
This value is then used to detect how far a fragment is away from that vertex. The closer it is, the higher the weighting&lt;br /&gt;
and the better less-translucency becomes.]]></description><category>Feature Request</category><pubDate>Thu, 01 Aug 2024 15:34:10 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=259</guid><comments>https://dev.gorilla3d.de/view.php?id=259#bugnotes</comments></item><item><title>0000258: Multisampling Support in Rendering Pipeline</title><author></author><link>https://dev.gorilla3d.de/view.php?id=258</link><description><![CDATA[Multisampling Support in Rendering Pipeline (MSAA) implemented.&lt;br /&gt;
Also working in combination with FXAA.]]></description><category>Feature Request</category><pubDate>Thu, 01 Aug 2024 15:31:02 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=258</guid><comments>https://dev.gorilla3d.de/view.php?id=258#bugnotes</comments></item><item><title>0000237: Bug: Volumetric Mesh Rendering defect</title><author></author><link>https://dev.gorilla3d.de/view.php?id=237</link><description><![CDATA[Volumetric Mesh Rendering is not correct anymore. Parts of the mesh getting clipped.]]></description><category>Bug Reports</category><pubDate>Thu, 01 Aug 2024 15:29:15 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=237</guid><comments>https://dev.gorilla3d.de/view.php?id=237#bugnotes</comments></item><item><title>0000241: Bug: design time marking of selected elements not visible</title><author></author><link>https://dev.gorilla3d.de/view.php?id=241</link><description><![CDATA[User interface seems to be disturbing, because selected 3D elements are not marked as selected, or the bounding box is overwriting it.&lt;br /&gt;
We need to find a better way to display selection and element size in the ide at design time.]]></description><category>Bug Reports</category><pubDate>Thu, 01 Aug 2024 15:28:48 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=241</guid><comments>https://dev.gorilla3d.de/view.php?id=241#bugnotes</comments></item><item><title>0000257: JOLT Physics Support</title><author></author><link>https://dev.gorilla3d.de/view.php?id=257</link><description><![CDATA[JOLT Physics Support for x64/x86 at first]]></description><category>Feature Request</category><pubDate>Thu, 01 Aug 2024 15:28:20 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=257</guid><comments>https://dev.gorilla3d.de/view.php?id=257#bugnotes</comments></item><item><title>0000238: Feature: Cone + Cylinder colliders for Q3 Physics</title><author></author><link>https://dev.gorilla3d.de/view.php?id=238</link><description><![CDATA[Implement cone and cylinder colliders for Q3 physics.]]></description><category>Feature Request</category><pubDate>Thu, 01 Aug 2024 15:27:40 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=238</guid><comments>https://dev.gorilla3d.de/view.php?id=238#bugnotes</comments></item><item><title>0000256: Bug: TGorillaMesh.GetBoundingBox() computation not correct</title><author></author><link>https://dev.gorilla3d.de/view.php?id=256</link><description><![CDATA[TGorillaModel and TGorillaMesh.GetBoundingBox() computation is not correct.]]></description><category>Bug Reports</category><pubDate>Mon, 08 Apr 2024 18:15:20 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=256</guid><comments>https://dev.gorilla3d.de/view.php?id=256#bugnotes</comments></item><item><title>0000255: Bug: TGorillaMesh.BoundingBox computation not working correctly for all hierarchies</title><author></author><link>https://dev.gorilla3d.de/view.php?id=255</link><description><![CDATA[Here we've detected a misconception within FMX. BoundingBox computation in FMX only happens for TMeshData on vertex data, but not for hierarchies in a mesh collection.&lt;br /&gt;
This is different to expected behaviour in Gorilla3D.]]></description><category>Bug Reports</category><pubDate>Mon, 08 Apr 2024 18:14:59 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=255</guid><comments>https://dev.gorilla3d.de/view.php?id=255#bugnotes</comments></item><item><title>0000254: Bug: FMOD crashes with "invalid handle" or "channel reused by other sound" message</title><author></author><link>https://dev.gorilla3d.de/view.php?id=254</link><description><![CDATA[Due to the priority system of FMOD channel handles might get invalid or getting stolen by other sounds.&lt;br /&gt;
This becomes an issue on working with the designtime collection items (TGorillaFMODSoundItem).&lt;br /&gt;
Here we keep the channel interface as field value.&lt;br /&gt;
When it becomes deprecated, accessing this handle causes the exception.&lt;br /&gt;
&lt;br /&gt;
To solve this, we need to implement a channel callback and react on the FMOD_CHANNELCONTROL_CALLBACK_END callback.]]></description><category>Bug Reports</category><pubDate>Wed, 14 Feb 2024 08:24:15 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=254</guid><comments>https://dev.gorilla3d.de/view.php?id=254#bugnotes</comments></item><item><title>0000251: Feature: PickTriangle function for TGorillaMesh/TGorillaModel/TMeshDef</title><author></author><link>https://dev.gorilla3d.de/view.php?id=251</link><description><![CDATA[We need to implement an easy to use method to pick a triangle of a mesh (out of a hierarchy).&lt;br /&gt;
The method should return the 3 coordinates of the triangle.]]></description><category>Feature Request</category><pubDate>Thu, 08 Feb 2024 18:04:33 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=251</guid><comments>https://dev.gorilla3d.de/view.php?id=251#bugnotes</comments></item><item><title>0000252: Bug: RayCastIntersect not always working</title><author></author><link>https://dev.gorilla3d.de/view.php?id=252</link><description><![CDATA[In case of having a model with a hierarchy of sub meshes, the default RayCastIntersect is not working properly.&lt;br /&gt;
The reason for that lies in FMX TControl3D.ObjectAtPoint() routine.&lt;br /&gt;
Here always the top-level InverseAbsoluteMatrix is applied to all meshes a raycast is performed.&lt;br /&gt;
Therefore the wrong or no mesh is intersected.]]></description><category>Bug Reports</category><pubDate>Thu, 08 Feb 2024 18:04:21 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=252</guid><comments>https://dev.gorilla3d.de/view.php?id=252#bugnotes</comments></item><item><title>0000253: Bug: FMODSoundItem (not looped) can only be played back once.</title><author></author><link>https://dev.gorilla3d.de/view.php?id=253</link><description><![CDATA[In case of working on a TGorillaFMODSoundItem, which is not looped, it can only be played back once.]]></description><category>Bug Reports</category><pubDate>Thu, 08 Feb 2024 18:04:05 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=253</guid><comments>https://dev.gorilla3d.de/view.php?id=253#bugnotes</comments></item><item><title>0000239: Bug: Q3 Physics crashes, with ckMesh collider</title><author></author><link>https://dev.gorilla3d.de/view.php?id=239</link><description><![CDATA[ckMesh is crashing with GetBVHNodes out of list range when assiged to a capsule&lt;br /&gt;
ckTerrain also crashing with GetBVHNodes if another collider is inside of the bounding at physics start.]]></description><category>Bug Reports</category><pubDate>Thu, 01 Feb 2024 12:24:27 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=239</guid><comments>https://dev.gorilla3d.de/view.php?id=239#bugnotes</comments></item><item><title>0000250: Bug: DesignCamera in Reflection Render Pass forbids to set user-specific camera in viewport</title><author></author><link>https://dev.gorilla3d.de/view.php?id=250</link><description><![CDATA[When the design camera is linked in the reflection render pass controller, it is not possible to set a user-specific camera in the viewport.&lt;br /&gt;
The wrong camera was restored in reflection render pass.]]></description><category>Bug Reports</category><pubDate>Thu, 01 Feb 2024 12:22:54 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=250</guid><comments>https://dev.gorilla3d.de/view.php?id=250#bugnotes</comments></item><item><title>0000249: BUG: PBR Material not correct multiple light source computation</title><author></author><link>https://dev.gorilla3d.de/view.php?id=249</link><description><![CDATA[When having a point light source and a spotlight source pointing towards the same object, the second light source only gets computed.&lt;br /&gt;
For lambert, phong or blinn-phong it is working.]]></description><category>Bug Reports</category><pubDate>Thu, 01 Feb 2024 12:02:14 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=249</guid><comments>https://dev.gorilla3d.de/view.php?id=249#bugnotes</comments></item><item><title>0000248: Bug: OBJ loading failed on irregular grouping</title><author></author><link>https://dev.gorilla3d.de/view.php?id=248</link><description><![CDATA[Some OBJ structures failed to load due to irregular mesh grouping.&lt;br /&gt;
We need to solve this by a CurrentGroup mechanism]]></description><category>Bug Reports</category><pubDate>Fri, 05 Jan 2024 08:56:36 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=248</guid><comments>https://dev.gorilla3d.de/view.php?id=248#bugnotes</comments></item><item><title>0000247: Bug: glTF model failed to load on "COLOR_0" wrong format</title><author></author><link>https://dev.gorilla3d.de/view.php?id=247</link><description><![CDATA[A version of Blender exported models with unnormalized vertex colors.&lt;br /&gt;
Instead of the recommended float type, a USHORT or UByte was exported.&lt;br /&gt;
We need to implement those datatypes to solve the issue.]]></description><category>Bug Reports</category><pubDate>Fri, 05 Jan 2024 08:55:03 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=247</guid><comments>https://dev.gorilla3d.de/view.php?id=247#bugnotes</comments></item><item><title>0000246: Bug: Wind Material Behaviour incorrect direction on rotated model</title><author></author><link>https://dev.gorilla3d.de/view.php?id=246</link><description><![CDATA[The wind material behaviour uses a shader with incorrect wind direction, if the applied model is rotated.&lt;br /&gt;
The wind direction also needs to be transformed by the model's modelmatrix.]]></description><category>Bug Reports</category><pubDate>Fri, 05 Jan 2024 08:52:54 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=246</guid><comments>https://dev.gorilla3d.de/view.php?id=246#bugnotes</comments></item><item><title>0000245: Stiff joints are flexible</title><author></author><link>https://dev.gorilla3d.de/view.php?id=245</link><description><![CDATA[Two spheres attached by a stiff joint fall down on a cube&lt;br /&gt;
and start looping around with increased distance between them&lt;br /&gt;
like attached by an elastic]]></description><category>Bug Reports</category><pubDate>Mon, 11 Dec 2023 08:34:30 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=245</guid><comments>https://dev.gorilla3d.de/view.php?id=245#bugnotes</comments></item><item><title>0000244: Bug: Uninstallation or putting a Viewort3D onto a form crashes with installed Gorilla3D package</title><author></author><link>https://dev.gorilla3d.de/view.php?id=244</link><description><![CDATA[Due to unexpected OpenGL errors if a HWND is not available yet, leads to a crashing IDE.]]></description><category>Bug Reports</category><pubDate>Fri, 10 Nov 2023 13:48:35 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=244</guid><comments>https://dev.gorilla3d.de/view.php?id=244#bugnotes</comments></item><item><title>0000243: Bug: Sketchfab Plugin not downloading in v12.0 (400 Bad Request)</title><author></author><link>https://dev.gorilla3d.de/view.php?id=243</link><description><![CDATA[In Delphi 12.0 Athens we're receiving a &quot;400 Bad Request&quot; response on downloading assests from AWS by Sketchfab Plugin. It's working fine until 11.3.]]></description><category>Bug Reports</category><pubDate>Thu, 09 Nov 2023 16:24:05 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=243</guid><comments>https://dev.gorilla3d.de/view.php?id=243#bugnotes</comments></item><item><title>0000242: Feature: Gizmo to control elements and to navigate in the scene at design time</title><author></author><link>https://dev.gorilla3d.de/view.php?id=242</link><description><![CDATA[Users requested a gizmo to control elements and to navigate in the scene at design time]]></description><category>Feature Request</category><pubDate>Mon, 06 Nov 2023 15:09:04 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=242</guid><comments>https://dev.gorilla3d.de/view.php?id=242#bugnotes</comments></item><item><title>0000240: Feature: Solve car/wheel joints for simulation</title><author></author><link>https://dev.gorilla3d.de/view.php?id=240</link><description><![CDATA[Implement a car/wheel joint or a combination of existing once to solve wheel simulation]]></description><category>Feature Request</category><pubDate>Mon, 06 Nov 2023 15:06:16 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=240</guid><comments>https://dev.gorilla3d.de/view.php?id=240#bugnotes</comments></item><item><title>0000231: C++ Builder include-directories are not set by the installer</title><author></author><link>https://dev.gorilla3d.de/view.php?id=231</link><description><![CDATA[For the users of C++ Builder, the include directories set by the installer are not sufficient to get the compiles running.&lt;br /&gt;
In order for the compile to pass, the folloring would be needed, too:&lt;br /&gt;
&lt;br /&gt;
In project-&gt;options-&gt;Building-&gt;C++ Shared options, add&lt;br /&gt;
&lt;installation-directory&gt;\Win32\Release\C\hpp to Include path under All configurations - Windows 32-bit platform&lt;br /&gt;
&lt;installation-directory&gt;\Win32\Release\C to Library path under All configurations - Windows 32-bit platform&lt;br /&gt;
&lt;installation-directory&gt;\Win64\Release\C\hpp to Include path under All configurations - Windows 64-bit platform&lt;br /&gt;
&lt;installation-directory&gt;\Win64\Release\C to Library path under All configurations - Windows 64-bit platform&lt;br /&gt;
&lt;br /&gt;
Perhaps they could be set by the installer or maybe they could be mentioned in the installation guide?]]></description><category>Bug Reports</category><pubDate>Mon, 06 Nov 2023 15:02:50 +0100</pubDate><guid>https://dev.gorilla3d.de/view.php?id=231</guid><comments>https://dev.gorilla3d.de/view.php?id=231#bugnotes</comments></item><item><title>0000233: Gorilla.Assetsmanager throws "unknown type name 'GUID' on C++ Builder</title><author></author><link>https://dev.gorilla3d.de/view.php?id=233</link><description><![CDATA[Probably only related to C++ Builder:&lt;br /&gt;
If Gorilla.AssetsManager.hpp is added to the #include:s either by directly or indirectly by, for instance, including Gorilla.Model, the compile fails with the errors&lt;br /&gt;
[bcc64 Error] Gorilla.AssetsManager.hpp(655): unknown type name 'GUID'&lt;br /&gt;
[bcc64 Error] Gorilla.AssetsManager.hpp(656): unknown type name 'GUID']]></description><category>Bug Reports</category><pubDate>Fri, 27 Oct 2023 11:37:37 +0200</pubDate><guid>https://dev.gorilla3d.de/view.php?id=233</guid><comments>https://dev.gorilla3d.de/view.php?id=233#bugnotes</comments></item></channel></rss>
