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Releases: Live2D/CubismNativeSamples

Cubism 5 SDK for Native R5

02 Apr 02:25
b802473

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Added

  • Add support for rendering portrait displays on iOS samples.
  • Add support for resizing windows on iPad in iOS samples.

Changed

  • Change Vulkan samples to use CubismDeviceInfo_Vulkan instead of singletons.
  • Migrated the OpenGL and Metal iOS samples to the scene‑based lifecycle.
  • Change to use Vulkan validation layers when the CSM_DEBUG preprocessor is defined.
  • Change motion calculation order updates to be performed by CubismUpdateScheduler.
  • Change to configure the parameter IDs and settings used for target tracking in CubismLook.
  • Change Vulkan sampler settings to align with other graphics APIs.

Fixed

  • Fix a validation error on Vulkan.
  • Fix memory leak when resizing window with Metal.
  • Fix a memory leak in ViewInitialize() where _deviceToScreen and _viewMatrix were not deleted before being re-allocated in OpenGL, D3D11 and D3D9.
  • Fix a memory leak in InitializeSprite() where sprites were not deleted before being re-allocated on window resize in OpenGL.
  • Fix a memory leak in CreateShader() where shader source bytes were not released after loading in D3D11 and D3D9.
  • Fix a memory leak where CubismDirectXView singleton was not released in D3D11 and D3D9 minimum demos.
  • Fix a memory leak in D3D9 minimum demo where InitializeSprite() was called twice during device recreation.
  • Fix rendering not updating correctly after window resize when USE_RENDER_TARGET or USE_MODEL_RENDER_TARGET is enabled in OpenGL samples.
  • Fix collision detection misalignment in split-screen mode on Android.
  • Fix app state reset when entering split-screen mode on Android.
  • Remove unnecessary matrix transpose in D3D11 sprites.
  • Fix rendering process to pause in the background on Metal.
  • Fix shader regeneration to be triggered when OnSurfaceCreate is called on Android OpenGL.
  • Fix an issue where the application might not terminate correctly after resizing the window in Vulkan on Windows.

Cubism 5 SDK for Native R5 beta3_1

19 Feb 02:34
8d87db3

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Fixed

  • Fix a bug where rendering results were not as expected when using Blend mode on semi-transparent objects.
    • See CHANGELOG.md in Framework.

Cubism 5 SDK for Native R5 beta3

29 Jan 02:34
272bf2a

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Added

  • Add support for rendering portrait and landscape displays on Android.
  • Add support for Blend mode and Offscreen drawing in Vulkan.
  • Add Arm64 for iPhone Simulator from architecture support.

Changed

  • Change LAppTextureManager_Common::Premultiply() to static.
  • Change all member functions of LAppAllocator_Common to public.

Fixed

  • Fix background image distortion when window size is changed in the OpenGL, D3D9, D3D11 and Metal.
  • Fix the app crash caused by a device lost error when pressing Ctrl+Alt+Delete in D3D9.
  • Fix an issue that caused performance degradation on Metal.
  • Fix reuse of offscreen rendering buffer to avoid redundant allocations.

Cubism 5 SDK for Native R5 beta2

30 Oct 02:22
4cb76f1

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Added

  • Add support for Blend modes and Offscreen rendering.
    • In 5-r.5-beta.2, an OpenGL renderer for Linux and HarmonyOS has been added, alongside the D3D9, D3D11 and Metal renderers.

Changed

  • Rename CubismOffscreenSurface_D3D9 class in Framework to CubismRenderTarget_D3D9 from Framework.
  • Rename CubismOffscreenSurface_D3D11 class in Framework to CubismRenderTarget_D3D11 from Framework.
  • Rename CubismOffscreenSurface_Metal class in Framework to CubismRenderTarget_Metal from Framework.
  • Change to the implementation now enables support for multiple devices instead of a single one.
    • In Metal, the device is now managed on the sample side.

Fixed

  • Fix OpenGL renderer now supports Retina displays on macOS.
  • Fix warnings occurs during build on OpenGL-Android.
  • Fix rendering corruption when the USE_MODEL_RENDER_TARGET macro is enabled in the OpenGL sample on macOS.
  • Fix an issue where LAppMinimumView::_spriteShader on OpenGL-Android was not initialized.
  • Fix OpenGL background rendering issue on iOS when returning to the app from the home screen.
  • Fix model distortion when resizing the window while using USE_MODEL_RENDER_TARGET with Metal.

Removed

  • Remove Visual Studio 2015 samples.

Cubism 5 SDK for Native R5 beta1

26 Aug 02:36

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Added

  • Add Ren model.
  • Add support for Blend mode and Offscreen drawing.
    • In 5-r.5-beta.1, the OpenGL renderer works only on Windows, macOS, iOS, and Android. The SDK does not function in other environments. Please check NOTICE.md

Changed

  • Rename CubismOffscreenSurface_OpenGLES2 class in Framework to CubismRenderTarget_OpenGLES2 from Framework.
  • Change the compile and target SDK version of Android OS to 16.0 (API 36).
    • Upgrade the version of Android Gradle Plugin from 8.6.1 to 8.9.1.
    • Upgrade the version of Gradle from 8.7 to 8.11.1.

Fixed

  • Fix unintended object recreating when resizing the window in the OpenGL sample program. by @KhangPham9

Cubism 5 SDK for Native R4_1

17 Jul 03:09
51b4bc5

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Changed

  • Implement support for Android 16KB page size.

Fixed

  • Fix app crashing when shader files could not be loaded.

Cubism 5 SDK for Native R4

29 May 02:45
efb93f2

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Added

  • Add a feature to fix the frame rate to a specified value in Windows OpenGL.
  • Add a flag to enable the function that verifies the consistency when loading motion3.json.

Changed

  • Move some overlapping functions to Common.
  • Change the default version of the JDK used for compilation to be fixed at 17.
  • Change the blend mode when using the USERENDERTARGET or USEMODELRENDER_TARGET macro, and apply Premultiplied Alpha to the color settings of rendering targets.
    Also adjust the return value of the GetSproteAlpha function.
  • Change to separate shader code from the framework layer.
  • Change LAppPal::LoadFileAsBytes() behaviour on macOS.
    • Convert to an absolute path, if a relative path is specified.

Fixed

  • Fix the errors that occur when building in a Unicode environment with D3D9 and D3D11.
  • Fix an issue where the priority was not reset if the motion was not read correctly.

Cubism 5 SDK for Native R3

18 Feb 02:24
0a0aa9c

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Fixed

  • Fix an issue in the GitHub repository where some files in the thirdParty directory were missing and excluded from tracking.

Cubism 5 SDK for Native R2

19 Dec 02:31
979f025

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Added

  • Add Vulkan support in Ubuntu 22.04 and AlmaLinux 9.
  • Add a function to notify when motion playback starts.
  • Add shader setup classes for D3D9, D3D11, OpenGL, Vulkan.
  • Add the sample for OpenGL API in HarmonyOS.

Changed

  • Change to overwrite motion fade by the value specified in .model3.json on Framework.
  • Change to use multi-buffering in Vulkan.
  • Change the screen orientation and rotation direction to be unified across Android, iPhone, and iPad.
  • Change specify the NDK version of the Android sample.
  • Change to read shader source codes from files.
  • Change the compile and target SDK version of Android OS to 15.0 (API 35).
    • Upgrade the version of Android Gradle Plugin from 8.1.1 to 8.6.1.
    • Upgrade the version of Gradle from 8.2 to 8.7.
    • Upgrade the version of NDK from 25.2.9519653 to 26.3.11579264.
    • Change the minimum version of Android Studio to Ladybug(2024.2.1 Patch 2).
  • Change the minimum support version of Java to 8.
  • Change the function for playing back expression motions from CubismExpressionMotionManager::StartMotionPriority() to CubismExpressionMotionManager::StartMotion().
  • Change to use GLSurfaceView event queues to handle touch events.

Fixed

  • Fix memory leak in Vulkan.
  • Fixed drawing failure when enabling USE_RENDER_TARGET macros in Vulkan samples.
  • Fix memory leak when exit in D3D9 and D3D11.
  • Fix exit error in Vulkan.
  • Fix the processing of anisotropy filtering in Vulkan to match that of other renderers.
  • Fix an issue on Windows where an error would occur if the model name contained certain characters.
  • Implement support for MSVC19.40 in the VS2022 build. by @tatsuya-shiozawa
  • Fix an issue where a compile error occurred due to missing includes in the OpenGL iOS minimum sample.
  • Fix an issue in the Android sample where the model display would reset after performing certain operations.
  • Fix a memory leak in the compilation process of shader strings in OpenGL.
  • Fix an issue that could cause drawing errors when the application is restored from the background.
  • Fix an issue in the OpenGL sample where the textures are not released.
  • Fix a warning due to the initial value of programId being NULL.
  • Fix an issue that caused white edge-like objects to be drawn when enabling the USE_RENDER_TARGET or USE_MODEL_RENDER_TARGET flag in LAppLive2DManager.
  • Fix an issue causing a decrease in rendering resolution when using render targets in the Metal sample project.
  • Fix an issue where rendering would break when using the iPad with USE_RENDER_TARGET or USE_MODEL_RENDER_TARGET defined in OpenGL samples.

Removed

  • Remove Visual Studio 2013 samples.
  • Remove armeabi-v7a from architecture support.
  • Remove the Cocos2d-x sample project.
  • Remove the callback what motion playback finishes on the minimum sample.
  • Remove unnecessary declarations in the OpenGL Android sample.

Cubism 5 SDK for Native R1

26 Mar 02:35
6580959

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Added

  • Add x86_64 architecture to target platforms in Android.

Changed

  • Rename "rootDirectory" to "executeAbsolutePath".
  • The log function was changed because it was ambiguous whether or not a newline was inserted.
  • Change so that LAppSprite is not depend on LAppDelegate in D3D11 and D3D9, Metal, Vulkan.
  • Some function arguments in LAppSprite are changed in D3D11 and D3D9, Metal, Vulkan.

Fixed

  • Fixed undefined behavior and memory leak in LAppPal.
  • Modify code to more closely resemble Java coding style.
  • Fix model drawing disappearing when defining USE_RENDER_TARGET and USE_MODEL_RENDER_TARGET.
  • Fix an issue where the OpenGL sample for Visual Studio 2013 was not functioning correctly.
  • Fix shader build error when running nmake in Vulkan.

Removed

  • Remove unnecessary pre-API 21 processing.