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		<id>http://horde3d.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Irdis</id>
		<title>Horde3D Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://horde3d.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Irdis"/>
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		<updated>2026-09-29T23:39:21Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=801</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=801"/>
				<updated>2021-02-15T18:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 2.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.1.0 ===&lt;br /&gt;
&lt;br /&gt;
* Emscripten support&lt;br /&gt;
* Directional light support&lt;br /&gt;
* FBX and gltf 2.0 support in collada (asset) converter&lt;br /&gt;
* Extension for debug geometry shapes drawing&lt;br /&gt;
* Initial PBR support&lt;br /&gt;
* PBR sample&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* New sample that show how to work with different light types, cameras, pipelines and render to texture&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements&lt;br /&gt;
* Unification of OpenGL backends common functionality&lt;br /&gt;
* Multithreaded culling and scene graph updates (partial)&lt;br /&gt;
* Basic instancing support&lt;br /&gt;
* Reflection probes&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.3.0 ===&lt;br /&gt;
&lt;br /&gt;
* Multithreaded rendering&lt;br /&gt;
* Binary shader (preparation for Vulkan shaders)&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
* Instancing support&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 3.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Clustered forward (deferred) lighting support.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
* Full PBR support, rewrite shader system&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=800</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=800"/>
				<updated>2020-12-22T20:19:40Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: Fix roadmap, add 2.3 version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 2.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.1.0 ===&lt;br /&gt;
&lt;br /&gt;
* Emscripten support&lt;br /&gt;
* Directional light support&lt;br /&gt;
* FBX and gltf 2.0 support in collada (asset) converter&lt;br /&gt;
* Extension for debug geometry shapes drawing&lt;br /&gt;
* New sample that show how to work with different light types, cameras, pipelines and render to texture&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* Partial PBR support&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements&lt;br /&gt;
* Unification of OpenGL backends common functionality&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
* Basic instancing support&lt;br /&gt;
* Initial PBR support&lt;br /&gt;
* Reflection probes&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.3.0 ===&lt;br /&gt;
&lt;br /&gt;
* Multithreaded rendering&lt;br /&gt;
* Binary shader (preparation for Vulkan shaders)&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
* Instancing support&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 3.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Clustered forward (deferred) lighting support.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* Full PBR support, rewrite shader system&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Regenerating_documentation&amp;diff=799</id>
		<title>Regenerating documentation</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Regenerating_documentation&amp;diff=799"/>
				<updated>2020-11-07T18:17:21Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Horde3D uses NaturalDocs as documentation generator. This instruction is written for the version 1 of NaturalDocs. Version 2 is not tested and may or may not work with the instruction below.&lt;br /&gt;
&lt;br /&gt;
In order to regenerate documentation you'll have to:&lt;br /&gt;
#[https://www.naturaldocs.org/download/#Legacy Install NaturalDocs]. &lt;br /&gt;
#Copy horde's css file (api.css) from &amp;lt;Horde's SDK folder&amp;gt;/Horde3D/Docs/html/css to &amp;lt;NaturalDocs folder&amp;gt;/Styles. On Windows it is likely in C:\Program Files (x86)\NaturalDocs. On Linux it is likely in /usr/share/perl5/naturaldocs.&lt;br /&gt;
#Use the following command to generate docs: &lt;br /&gt;
&amp;lt;code&amp;gt;naturaldocs -i &amp;lt;full path to Horde SDK folder&amp;gt;\Horde3D\Bindings\C++ -o FramedHTML &amp;lt;OutputPath&amp;gt; -p &amp;lt;ProjectPath&amp;gt; -s api&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
OutputPath and ProjectPath should also be full paths, like &amp;lt;code&amp;gt;C:/GeneratedDocs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
NaturalDocs cannot change the name of the css file that is included with generated documentation, so it is always named main.css and resides in &amp;lt;ProjectPath&amp;gt;/styles.&lt;br /&gt;
Therefore, the reference to the css file should be changed in the generated docs from &amp;lt;code&amp;gt;../styles/main.css&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;css/api.css&amp;lt;/code&amp;gt;.&lt;br /&gt;
After that generated doc file should be renamed to _api.html and copied to &amp;lt;Horde's SDK folder&amp;gt;/Horde3D/Docs/html.&lt;br /&gt;
&lt;br /&gt;
Automated script for Windows is available. Powershell 2.0 is required.&lt;br /&gt;
In order to run the script open (first time only) powershell with administrator rights and type &amp;lt;code&amp;gt;Set-ExecutionPolicy RemoteSigned&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Set-ExecutionPolicy Unrestricted&amp;lt;/code&amp;gt;.&lt;br /&gt;
Open the script with your favorite text editor and change the paths at the top. Run the script.  &lt;br /&gt;
&lt;br /&gt;
Automated script for Linux is also available.&lt;br /&gt;
Do not forget to make script executable with &amp;lt;code&amp;gt;chmod +x Horde_generate_docs_linux.sh&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check this forum thread to download scripts: [http://www.horde3d.org/forums/viewtopic.php?f=6&amp;amp;t=2305 link]&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=798</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=798"/>
				<updated>2020-03-01T19:12:59Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: /* Release milestones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 1.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Move Overlays to an extension - done.&lt;br /&gt;
* Directional light support&lt;br /&gt;
* Material class performance improvements - done&lt;br /&gt;
* OpenGL ES3 backend - done&lt;br /&gt;
* Support for Android &amp;amp; iOS platforms - android support is done, ios is planned&lt;br /&gt;
* Multithreaded culling and scene graph updates - partially done&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.1.0 ===&lt;br /&gt;
&lt;br /&gt;
* Emscripten support&lt;br /&gt;
* Instancing support&lt;br /&gt;
* FBX and gltf 2.0 support in collada (asset) converter&lt;br /&gt;
* Extension for debug geometry shapes drawing.&lt;br /&gt;
* New sample that show how to work with different light types, cameras, pipelines and render to texture.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements.&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
* Initial PBR support&lt;br /&gt;
* Reflection probes&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 3.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Clustered forward (deferred) lighting support.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* Full PBR support, rewrite shader system&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=797</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=797"/>
				<updated>2020-03-01T19:11:51Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: /* Release milestones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 1.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Move Overlays to an extension - done.&lt;br /&gt;
* Directional light support&lt;br /&gt;
* Material class performance improvements - done&lt;br /&gt;
* OpenGL ES3 backend - done&lt;br /&gt;
* Support for Android &amp;amp; iOS platforms - android support is done, ios is planned&lt;br /&gt;
* Multithreaded culling and scene graph updates - partially done&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.1.0 ===&lt;br /&gt;
&lt;br /&gt;
* Emscripten support&lt;br /&gt;
* Instancing support&lt;br /&gt;
* FBX and gltf 2.0 support in collada (asset) converter&lt;br /&gt;
* Extension for debug geometry shapes drawing.&lt;br /&gt;
* New sample that show how to work with different light types, cameras, pipelines and render to texture.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements.&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
* PBR support&lt;br /&gt;
* Reflection probes&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 3.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Clustered forward (deferred) lighting support.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* PBR support&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=796</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=796"/>
				<updated>2020-03-01T19:08:46Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: /* Release milestones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 1.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Move Overlays to an extension - done.&lt;br /&gt;
* Directional light support&lt;br /&gt;
* Material class performance improvements - done&lt;br /&gt;
* OpenGL ES3 backend - done&lt;br /&gt;
* Support for Android &amp;amp; iOS platforms - android support is done, ios is planned&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.1.0 ===&lt;br /&gt;
&lt;br /&gt;
* Emscripten support&lt;br /&gt;
* Instancing support&lt;br /&gt;
* FBX and gltf 2.0 support in collada (asset) converter&lt;br /&gt;
* Extension for debug geometry shapes drawing.&lt;br /&gt;
* New sample that show how to work with different light types, cameras, pipelines and render to texture.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements.&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 3.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Clustered forward (deferred) lighting support.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* PBR support&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=795</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=795"/>
				<updated>2019-02-01T20:00:09Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: /* Horde3D 2.1.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 1.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Move Overlays to an extension.&lt;br /&gt;
* Support for geometry shapes drawing.&lt;br /&gt;
* Directional light support&lt;br /&gt;
* Material class performance improvements&lt;br /&gt;
* OpenGL ES3 backend.&lt;br /&gt;
* Support for Android &amp;amp; iOS platforms.&lt;br /&gt;
* New sample that show how to work with different light types, cameras, pipelines and render to texture.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.1.0 ===&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
* Instancing support&lt;br /&gt;
* FBX support in collada (asset) converter&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements.&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 3.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Clustered forward (deferred) lighting support.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* PBR support&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=794</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=794"/>
				<updated>2019-02-01T19:58:06Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 1.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Move Overlays to an extension.&lt;br /&gt;
* Support for geometry shapes drawing.&lt;br /&gt;
* Directional light support&lt;br /&gt;
* Material class performance improvements&lt;br /&gt;
* OpenGL ES3 backend.&lt;br /&gt;
* Support for Android &amp;amp; iOS platforms.&lt;br /&gt;
* New sample that show how to work with different light types, cameras, pipelines and render to texture.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.1.0 ===&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
* Instancing support&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements.&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 3.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Clustered forward (deferred) lighting support.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* PBR support&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=793</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=793"/>
				<updated>2017-10-01T11:52:17Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: /* Horde3D 2.0.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 1.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.1.0 ===&lt;br /&gt;
&lt;br /&gt;
* Move Overlays to an extension.&lt;br /&gt;
* Support for geometry shapes drawing.&lt;br /&gt;
* Directional light support&lt;br /&gt;
* Material class performance improvements&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL ES3 backend.&lt;br /&gt;
* Support for Android &amp;amp; iOS platforms.&lt;br /&gt;
* Instancing support&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.3.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements.&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* PBR support&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=792</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=792"/>
				<updated>2017-10-01T11:50:13Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: /* Horde3D 2.0.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 1.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.1.0 ===&lt;br /&gt;
&lt;br /&gt;
* Move Overlays to an extension.&lt;br /&gt;
* Support for geometry shapes drawing.&lt;br /&gt;
* Directional light support&lt;br /&gt;
* Material class performance improvements&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL ES3 backend.&lt;br /&gt;
* Support for Android &amp;amp; iOS platforms.&lt;br /&gt;
* Instancing support&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.3.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements.&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
* PBR support&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues/milestones&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=791</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=791"/>
				<updated>2017-10-01T11:48:46Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: /* Release milestones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.&lt;br /&gt;
&lt;br /&gt;
= Release milestones =&lt;br /&gt;
&lt;br /&gt;
Our policy is to release often, with atomic changes between two following releases.&lt;br /&gt;
&lt;br /&gt;
The current release version is: '''Horde3D 1.0.0'''&lt;br /&gt;
&lt;br /&gt;
For the future, we planned the following releases:&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.1.0 ===&lt;br /&gt;
&lt;br /&gt;
* Move Overlays to an extension.&lt;br /&gt;
* Support for geometry shapes drawing.&lt;br /&gt;
* Directional light support&lt;br /&gt;
* Material class performance improvements&lt;br /&gt;
* Multithreaded culling and scene graph updates&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.2.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL ES3 backend.&lt;br /&gt;
* Support for Android &amp;amp; iOS platforms.&lt;br /&gt;
* Instancing support&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 1.3.0 ===&lt;br /&gt;
&lt;br /&gt;
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements.&lt;br /&gt;
* Support for double precision variables.&lt;br /&gt;
&lt;br /&gt;
=== Horde3D 2.0.0 ===&lt;br /&gt;
&lt;br /&gt;
* Moving scene graph to utility library.&lt;br /&gt;
* Model resources.&lt;br /&gt;
* Vulkan support&lt;br /&gt;
* Custom memory allocation&lt;br /&gt;
&lt;br /&gt;
You can follow the progress on this '''GitHub''' page:&lt;br /&gt;
&lt;br /&gt;
https://github.com/horde3d/Horde3D/issues/milestones&lt;br /&gt;
&lt;br /&gt;
= Versioning system =&lt;br /&gt;
&lt;br /&gt;
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.&lt;br /&gt;
&lt;br /&gt;
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MAJOR&amp;lt;/b&amp;gt; version when we make incompatible API changes,&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;MINOR&amp;lt;/b&amp;gt; version when we add functionality in a backwards-compatible manner, and&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;PATCH&amp;lt;/b&amp;gt; version when we make backwards-compatible bug fixes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)&lt;br /&gt;
&lt;br /&gt;
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=&lt;br /&gt;
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Regenerating_documentation&amp;diff=790</id>
		<title>Regenerating documentation</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Regenerating_documentation&amp;diff=790"/>
				<updated>2017-07-06T10:23:15Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Horde3D uses NaturalDocs as documentation generator.&lt;br /&gt;
&lt;br /&gt;
In order to regenerate documentation you'll have to:&lt;br /&gt;
#[http://www.naturaldocs.org/download.html Install NaturalDocs]&lt;br /&gt;
#Copy horde's css file (api.css) from &amp;lt;Horde's SDK folder&amp;gt;/Horde3D/Docs/html/css to &amp;lt;NaturalDocs folder&amp;gt;/Styles. On Windows it is likely in C:\Program Files (x86)\NaturalDocs. On Linux it is likely in /usr/share/perl5/naturaldocs.&lt;br /&gt;
#Use the following command to generate docs: &lt;br /&gt;
&amp;lt;code&amp;gt;naturaldocs -i &amp;lt;full path to Horde SDK folder&amp;gt;\Horde3D\Bindings\C++ -o FramedHTML &amp;lt;OutputPath&amp;gt; -p &amp;lt;ProjectPath&amp;gt; -s api&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
OutputPath and ProjectPath should also be full paths, like &amp;lt;code&amp;gt;C:/GeneratedDocs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
NaturalDocs cannot change the name of the css file that is included with generated documentation, so it is always named main.css and resides in &amp;lt;ProjectPath&amp;gt;/styles.&lt;br /&gt;
Therefore, the reference to the css file should be changed in the generated docs from &amp;lt;code&amp;gt;../styles/main.css&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;css/api.css&amp;lt;/code&amp;gt;.&lt;br /&gt;
After that generated doc file should be renamed to _api.html and copied to &amp;lt;Horde's SDK folder&amp;gt;/Horde3D/Docs/html.&lt;br /&gt;
&lt;br /&gt;
Automated script for Windows is available. Powershell 2.0 is required.&lt;br /&gt;
In order to run the script open (first time only) powershell with administrator rights and type &amp;lt;code&amp;gt;Set-ExecutionPolicy RemoteSigned&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Set-ExecutionPolicy Unrestricted&amp;lt;/code&amp;gt;.&lt;br /&gt;
Open the script with your favorite text editor and change the paths at the top. Run the script.  &lt;br /&gt;
&lt;br /&gt;
Automated script for Linux is also available.&lt;br /&gt;
Do not forget to make script executable with &amp;lt;code&amp;gt;chmod +x Horde_generate_docs_linux.sh&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check this forum thread to download scripts: [http://www.horde3d.org/forums/viewtopic.php?f=6&amp;amp;t=2305 link]&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Regenerating_documentation&amp;diff=789</id>
		<title>Regenerating documentation</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Regenerating_documentation&amp;diff=789"/>
				<updated>2017-06-14T21:17:14Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Horde3D uses NaturalDocs as documentation generator.&lt;br /&gt;
&lt;br /&gt;
In order to regenerate documentation you'll have to:&lt;br /&gt;
#[http://www.naturaldocs.org/download.html Install NaturalDocs]&lt;br /&gt;
#Copy horde's css file (api.css) from &amp;lt;Horde's SDK folder&amp;gt;/Horde3D/Docs/html/css to &amp;lt;NaturalDocs folder&amp;gt;/Styles&lt;br /&gt;
#Use the following command to generate docs: &lt;br /&gt;
&amp;lt;code&amp;gt;naturaldocs -i &amp;lt;full path to Horde SDK folder&amp;gt;\Horde3D\Bindings\C++ -o FramedHTML &amp;lt;OutputPath&amp;gt; -p &amp;lt;ProjectPath&amp;gt; -s api&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
OutputPath and ProjectPath should also be full paths, like &amp;lt;code&amp;gt;C:/GeneratedDocs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
NaturalDocs cannot change the name of the css file that is included with generated documentation, so it is always named main.css and resides in &amp;lt;ProjectPath&amp;gt;/styles.&lt;br /&gt;
Therefore, the reference to the css file should be changed in the generated docs from &amp;lt;code&amp;gt;../styles/main.css&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;css/api.css&amp;lt;/code&amp;gt;.&lt;br /&gt;
After that generated doc file should be renamed to _api.html and copied to &amp;lt;Horde's SDK folder&amp;gt;/Horde3D/Docs/html.&lt;br /&gt;
&lt;br /&gt;
Automated script for Linux is in the works.&lt;br /&gt;
&lt;br /&gt;
Automated script for Windows is available. Powershell 2.0 is required.&lt;br /&gt;
In order to run the script open (first time only) powershell with administrator rights and type &amp;lt;code&amp;gt;Set-ExecutionPolicy RemoteSigned&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Set-ExecutionPolicy Unrestricted&amp;lt;/code&amp;gt;.&lt;br /&gt;
Open the script with your favorite text editor and change the paths at the top. Run the script.  &lt;br /&gt;
[[File:Horde3D_generate_docs.ps1]]&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Regenerating_documentation&amp;diff=788</id>
		<title>Regenerating documentation</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Regenerating_documentation&amp;diff=788"/>
				<updated>2017-06-13T20:37:35Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: Documentation generator how-to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Horde3D uses NaturalDocs as documentation generator.&lt;br /&gt;
&lt;br /&gt;
In order to regenerate documentation you'll have to:&lt;br /&gt;
#[http://www.naturaldocs.org/download.html Install NaturalDocs]&lt;br /&gt;
#Copy horde's css file (api.css) from &amp;lt;Horde's SDK folder&amp;gt;/Horde3D/Docs/html/css to &amp;lt;NaturalDocs folder&amp;gt;/Styles&lt;br /&gt;
#Use the following command to generate docs: &lt;br /&gt;
&amp;lt;code&amp;gt;naturaldocs -i &amp;lt;full path to Horde SDK folder&amp;gt;\Horde3D\Bindings\C++ -o FramedHTML &amp;lt;OutputPath&amp;gt; -p &amp;lt;ProjectPath&amp;gt; -s api&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
OutputPath and ProjectPath should also be full paths, like &amp;lt;code&amp;gt;C:/GeneratedDocs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
NaturalDocs cannot change the name of the css file that is included with generated documentation, so it is always named main.css and resides in &amp;lt;ProjectPath&amp;gt;/styles.&lt;br /&gt;
Therefore, the reference to the css file should be changed in the generated docs from &amp;lt;code&amp;gt;../styles/main.css&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;css/api.css&amp;lt;/code&amp;gt;.&lt;br /&gt;
After that generated doc file should be renamed to _api.html and copied to &amp;lt;Horde's SDK folder&amp;gt;/Horde3D/Docs/html.&lt;br /&gt;
&lt;br /&gt;
Automated scripts for Windows and Linux are in the works.&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=787</id>
		<title>Horde3D Wiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=787"/>
				<updated>2017-06-13T19:45:17Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__ __NOTOC__{{ContentBlock|color=orange&lt;br /&gt;
|content= '''The community portal section of the Horde3D wiki contains community contributed articles that are not part of the official documentation. Feel free to add articles to our wiki or links to external tutorials.'''}}&lt;br /&gt;
{{SpacerBlock}}&lt;br /&gt;
{{ContentBlock|&lt;br /&gt;
|header=Information, instructions and tips on using Horde3D&lt;br /&gt;
|content={{!!}}&lt;br /&gt;
==Programming Guide==&lt;br /&gt;
=== Build Instructions ===&lt;br /&gt;
#[[Building Horde3D]] - Instructions for obtaining the code and building Horde on all supported platforms&lt;br /&gt;
#[[Regenerating documentation]] - Instructions for updating documentation&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
&lt;br /&gt;
===Beginner Tutorials===&lt;br /&gt;
#[[Tutorial - Hello World]] - In this section we will create a simple application that loads a character and animates it using a walk cycle.&lt;br /&gt;
#[[Tutorial - Picking]] - In this section we will demonstrate picking the node under the mouse cursor&lt;br /&gt;
#[[Tutorial - Simple HUD]] - How to use showOverlay to create a simple HUD.&lt;br /&gt;
#[[Tutorial - Setup Horde with SDL]]   - How to Setup Horde with SDL.&lt;br /&gt;
#[[Tutorial - Setup Horde with Qt4]]   - How to Setup Horde with Qt4.&lt;br /&gt;
#[[Tutorial - Setup Horde with Qt5 &amp;amp; QtQuick 2.1]]   - How to Setup Horde with Qt5 &amp;amp; QtQuick 2.1.&lt;br /&gt;
#[[Tutorial - Setup Horde with Gtkmm]] - How to Setup Horde with Gtkmm&lt;br /&gt;
#[[Tutorial - Setup Horde with SFML]] - How to Setup Horde with SFML&lt;br /&gt;
#[[Tutorial - Stereo rendering]] - Basic outline for quad-buffered stereo rendering&lt;br /&gt;
&lt;br /&gt;
===Advanced Tutorials===&lt;br /&gt;
#[[Basic Pipeline Tutorial]] - Create your first custom pipeline.&lt;br /&gt;
#[[Procedurally generated geometry tutorial]] - How to create Horde3D compatible procedural geometry (Horde3D 1.0.0 '''Beta 3''' only!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shader Development==&lt;br /&gt;
[[Category: Techniques]]&lt;br /&gt;
===General===&lt;br /&gt;
#A syntax highlighting schemes for editors like Notepad++ and Kate that work with Horde3D shader files can be found [http://www.horde3d.org/forums/viewtopic.php?f=5&amp;amp;t=2303 here] and [http://www.horde3d.org/forums/viewtopic.php?f=5&amp;amp;t=697 here (old)].&lt;br /&gt;
&lt;br /&gt;
===Debugging and Profiling===&lt;br /&gt;
#[[Using GPU PerfStudio]] - Quick steps to get started with GPU PerfStudio&lt;br /&gt;
&lt;br /&gt;
===Render System Basics===&lt;br /&gt;
#[[The Flexible Rendering Pipeline]] - Introduction to Horde's data-driven rendering pipelines&lt;br /&gt;
&lt;br /&gt;
===Rendering Quality===&lt;br /&gt;
#[[Gamma Correction]] - Overview of gamma correction and how to apply it with Horde&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
#[[Shading Technique - Dot Product Detail Texturing]] - Using the dot product of vectors and signed textures for high frequency detail&lt;br /&gt;
#[[Shading Technique - Palette Coloring]] - Quick and dirty palette recoloration of objects&lt;br /&gt;
#[[Shading Technique - Gloss Mapping]] - Mask which areas of an object have specular highlights&lt;br /&gt;
#[[Shading Technique - Glow Mapping]] - Allow areas on an object to emit a strong glowing highlight&lt;br /&gt;
#[[Shading Technique - Fresnel]] - Using reflection and refraction&lt;br /&gt;
#[[Shading Technique - Linear Depth Buffer]] - Create a custom linear depth buffer using vertex&lt;br /&gt;
#[[Shading Technique - Terrain Shading]] - Height and slope based shading with triplanar texturing&lt;br /&gt;
&lt;br /&gt;
===Preprocessing===&lt;br /&gt;
#[[Preprocessing Technique - Distance Field Vector Textures]] - Using Adobe Photoshop to generate textures suitable for efficient vector art rendering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Asset Creation==&lt;br /&gt;
&lt;br /&gt;
[[Category: Content Import]]&lt;br /&gt;
#[[DCC Tool Support]] - List of supported Digital Content Creation Tools&lt;br /&gt;
#[[AssetTroubleshooting|Troubleshooting]] - ''&amp;quot;Help, my model is not showing up!&amp;quot;''&lt;br /&gt;
#[[Tips and Techniques]] - Asset creation suggestions &amp;amp; ideas for Horde3d, exporting and program quirks..&lt;br /&gt;
#[[Extending ColladaConv]] - Add support for exporting cameras&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=786</id>
		<title>Horde3D Wiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Horde3D_Wiki:Community_portal&amp;diff=786"/>
				<updated>2017-04-25T19:58:58Z</updated>
		
		<summary type="html">&lt;p&gt;Irdis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__ __NOTOC__{{ContentBlock|color=orange&lt;br /&gt;
|content= '''The community portal section of the Horde3D wiki contains community contributed articles that are not part of the official documentation. Feel free to add articles to our wiki or links to external tutorials.'''}}&lt;br /&gt;
{{SpacerBlock}}&lt;br /&gt;
{{ContentBlock|&lt;br /&gt;
|header=Information, instructions and tips on using Horde3D&lt;br /&gt;
|content={{!!}}&lt;br /&gt;
==Programming Guide==&lt;br /&gt;
=== Build Instructions ===&lt;br /&gt;
#[[Building Horde3D]] - Instructions for obtaining the code and building Horde on all supported platforms&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;br /&gt;
&lt;br /&gt;
===Beginner Tutorials===&lt;br /&gt;
#[[Tutorial - Hello World]] - In this section we will create a simple application that loads a character and animates it using a walk cycle.&lt;br /&gt;
#[[Tutorial - Picking]] - In this section we will demonstrate picking the node under the mouse cursor&lt;br /&gt;
#[[Tutorial - Simple HUD]] - How to use showOverlay to create a simple HUD.&lt;br /&gt;
#[[Tutorial - Setup Horde with SDL]]   - How to Setup Horde with SDL.&lt;br /&gt;
#[[Tutorial - Setup Horde with Qt4]]   - How to Setup Horde with Qt4.&lt;br /&gt;
#[[Tutorial - Setup Horde with Qt5 &amp;amp; QtQuick 2.1]]   - How to Setup Horde with Qt5 &amp;amp; QtQuick 2.1.&lt;br /&gt;
#[[Tutorial - Setup Horde with Gtkmm]] - How to Setup Horde with Gtkmm&lt;br /&gt;
#[[Tutorial - Setup Horde with SFML]] - How to Setup Horde with SFML&lt;br /&gt;
#[[Tutorial - Stereo rendering]] - Basic outline for quad-buffered stereo rendering&lt;br /&gt;
&lt;br /&gt;
===Advanced Tutorials===&lt;br /&gt;
#[[Basic Pipeline Tutorial]] - Create your first custom pipeline.&lt;br /&gt;
#[[Procedurally generated geometry tutorial]] - How to create Horde3D compatible procedural geometry (Horde3D 1.0.0 '''Beta 3''' only!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shader Development==&lt;br /&gt;
[[Category: Techniques]]&lt;br /&gt;
===General===&lt;br /&gt;
#A syntax highlighting schemes for editors like Notepad++ and Kate that work with Horde3D shader files can be found [http://www.horde3d.org/forums/viewtopic.php?f=5&amp;amp;t=2303 here] and [http://www.horde3d.org/forums/viewtopic.php?f=5&amp;amp;t=697 here (old)].&lt;br /&gt;
&lt;br /&gt;
===Debugging and Profiling===&lt;br /&gt;
#[[Using GPU PerfStudio]] - Quick steps to get started with GPU PerfStudio&lt;br /&gt;
&lt;br /&gt;
===Render System Basics===&lt;br /&gt;
#[[The Flexible Rendering Pipeline]] - Introduction to Horde's data-driven rendering pipelines&lt;br /&gt;
&lt;br /&gt;
===Rendering Quality===&lt;br /&gt;
#[[Gamma Correction]] - Overview of gamma correction and how to apply it with Horde&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
#[[Shading Technique - Dot Product Detail Texturing]] - Using the dot product of vectors and signed textures for high frequency detail&lt;br /&gt;
#[[Shading Technique - Palette Coloring]] - Quick and dirty palette recoloration of objects&lt;br /&gt;
#[[Shading Technique - Gloss Mapping]] - Mask which areas of an object have specular highlights&lt;br /&gt;
#[[Shading Technique - Glow Mapping]] - Allow areas on an object to emit a strong glowing highlight&lt;br /&gt;
#[[Shading Technique - Fresnel]] - Using reflection and refraction&lt;br /&gt;
#[[Shading Technique - Linear Depth Buffer]] - Create a custom linear depth buffer using vertex&lt;br /&gt;
#[[Shading Technique - Terrain Shading]] - Height and slope based shading with triplanar texturing&lt;br /&gt;
&lt;br /&gt;
===Preprocessing===&lt;br /&gt;
#[[Preprocessing Technique - Distance Field Vector Textures]] - Using Adobe Photoshop to generate textures suitable for efficient vector art rendering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Asset Creation==&lt;br /&gt;
&lt;br /&gt;
[[Category: Content Import]]&lt;br /&gt;
#[[DCC Tool Support]] - List of supported Digital Content Creation Tools&lt;br /&gt;
#[[AssetTroubleshooting|Troubleshooting]] - ''&amp;quot;Help, my model is not showing up!&amp;quot;''&lt;br /&gt;
#[[Tips and Techniques]] - Asset creation suggestions &amp;amp; ideas for Horde3d, exporting and program quirks..&lt;br /&gt;
#[[Extending ColladaConv]] - Add support for exporting cameras&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Irdis</name></author>	</entry>

	</feed>