Note that version 6.3.0 is the immediate successor to version 6.2.2.
1. Optimizations made for setting textures in batches (for those rendering APIs that support it) in RenderInterface library as well as corresponding platform-specific rendering classes. The interface for each rendering library was impacted, regardless of that platform's support for texture batching.
2. Texture samplers were reorganized in both the shader templates and in the C++ SDK. We moved away from a one-sampler-per-texture model to a small set of samplers that are reused as needed (as well as corresponding platform-specific rendering classes).
3. Instance manager class didn't properly multi-buffer instanced billboard geometry (AdvanceMgrIndex() not called in CInstancingMgrRI::UpdateBillboardInstanceBuffers()).
4. Branch seam weight exponent was being ignored. In earlier versions it was hard-coded. It now flows through the entire pipeline (Modeler → Compiler → SpeedTree-Generated Shaders/SDK).
5. Fallback textures in the RenderInterface library were not being released correctly.
6. CExtents::Orient() was not properly orienting the underlying axis-aligned bounding box.
7. Bone exporting had a few issues, including not scaling correctly with the tree when scaling was handled at run-time in the SDK.
8. In DirectX 10 and 11, there was a code & comment bug in CInstancingMgrDirectX10::Init() regarding the value of sBufferDesc.ByteWidth being an integer multiple of 16.
9. DRIVER BUG: Some AMD cards may render grass geometry without smooth LOD fading along with some popping. We updated to the latest driver available from AMD and the problem was fixed. We noticed this bug in the 6.2.0, 6.2.2, and 6.3.0 versions of our Reference Application.
1. Explicit MSAA resolve forward render path added (CMyForwardMsaaResolveTargets and associated render functions).
2. SRenderState initialization for the sky, terrain, and overlay systems in the reference application updated to match new CRenderStateRI::InitGfx() parameters.
3. Various reorganization with variable names associated with MSAA alpha-to-coverage.
4. Adjusting lighting settings for Xbox 360 forest configuration file (SFC).