What are the plans for Irrlicht 1.8 and further?
I think that at the moment, the thing that irrlicht lacks the most is pixel lighting shader for all materials.
But it would be nice to have also some new shadows system. The current one is from v 0.2 or so.
But it would be nice to have also some new shadows system. The current one is from v 0.2 or so.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
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Height2Normal v. 2.1 - convert height maps to normal maps
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Then I hope that he will finally implement normal point lights
When talking about this, Sudi's deferred rendering ain't bad too, is it? It just needs shadows also for point lights. And some more options, like disabling VSM and disabling shadows for some objects etc.
When talking about this, Sudi's deferred rendering ain't bad too, is it? It just needs shadows also for point lights. And some more options, like disabling VSM and disabling shadows for some objects etc.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
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Deferred lighting is used commonly in today's professional games, so the technique is probably a good one. The other question is optimization though.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
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Shadows for pointlights are commingent1ty wrote:Then I hope that he will finally implement normal point lights
When talking about this, Sudi's deferred rendering ain't bad too, is it? It just needs shadows also for point lights. And some more options, like disabling VSM and disabling shadows for some objects etc.
What else do you need. just post it in my thread. Now my exams are over and i have some time again to work on it.
btw. performance actually increased alot...dunno if i uploaded that version though.
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i wish irrlicht would bake lightmap by itself.Mel wrote:...there was included a lightmapper.
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The top things I'd like to see in Irrlicht 1.8 are specular mapping, HDR rendering, decals, and post process effects like colour balance, bloom, motion blur, etc.
I know most of those things I listed aren't too tricky to implement yourself as long as you know a bit about shaders, but it would be really good if they were actually included in Irrlicht.
I know most of those things I listed aren't too tricky to implement yourself as long as you know a bit about shaders, but it would be really good if they were actually included in Irrlicht.
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