Sure, I'm aware of this and it's my loader. I was just talking about an export module from blender to .mesh files. The ogre file format exporters seem to have a good quality for many modellers so this could give opportunities to get an enhanced modelling pipeline.The Anaconda wrote:check the blog niko just added ogre mesh format
What should go in Irrlicht 2.0?
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Desirable features for Irrlicht 2.0
I'm new to Irrlicht so some of these things may already be in the engine. I did search the forus though, and didn't find anything.
1. Lightning/Electrical Effects: The ability to create point-to-point 3D lightning, and change the parameters (like color, branching, bolt width).
2. Shadows on Terrain (Apparently this is really hard).
3. Fuzzy-Shadows. (Real shadows have blurred edges when the light source isn't close).
4. Mirrors. An easy-to-instantiate flat-mirror object. You can vary the reflectiveness, size.
1. Lightning/Electrical Effects: The ability to create point-to-point 3D lightning, and change the parameters (like color, branching, bolt width).
2. Shadows on Terrain (Apparently this is really hard).
3. Fuzzy-Shadows. (Real shadows have blurred edges when the light source isn't close).
4. Mirrors. An easy-to-instantiate flat-mirror object. You can vary the reflectiveness, size.
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Better water like the bottom of this page. Fresnel etc.
http://www.moon-labs.com/ml_resources.htm
The water looks ok now but proper reflection refraction effects would be cool(Fresnel effect).
Also, hardware independant post production. applying filters to the image BEFORE they are presented (blur, bloom, invert ect...) A class could be used for this like 'IPostEffect' and SceneManager has 'AddPostEffect()'
more customisable GUI (image maps/shaped buttons etc).
Finally. A unified pesudeo script language that has the basic features of all shders (glsl, hlsl) and the driver converts them at load time to the appropreate type... hardware independant shaders (very simple at best)
That last one was unlikely and difficult
http://www.moon-labs.com/ml_resources.htm
The water looks ok now but proper reflection refraction effects would be cool(Fresnel effect).
Also, hardware independant post production. applying filters to the image BEFORE they are presented (blur, bloom, invert ect...) A class could be used for this like 'IPostEffect' and SceneManager has 'AddPostEffect()'
more customisable GUI (image maps/shaped buttons etc).
Finally. A unified pesudeo script language that has the basic features of all shders (glsl, hlsl) and the driver converts them at load time to the appropreate type... hardware independant shaders (very simple at best)
That last one was unlikely and difficult
pushpork
Ya, I agree... Would be cool...Better water like the bottom of this page. Fresnel etc.
http://www.moon-labs.com/ml_resources.htm
The water looks ok now but proper reflection refraction effects would be cool(Fresnel effect).
I have recently discovered that both the Flu and my Algebra teacher have exact the same effect on my health: it quickly degrades.
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Ogre just uses cegui (and its own overlays in parts), which runs fine with Irrlicht too. Next cegui version 0.5 will be released soon and under MIT license instead of LGPL. Yet another reason gone not to use it.
Check it out.
Check it out.
No offense
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.material is already supported right now (to some extent...), others might follow in the future. But I doubt that .mesh will become the standard format. There are too many requirements that all the different 3D applications have. I guess that U3D will become a common mesh exchange format very soon so .mesh would have a chance only for realtime rendering (it's definitely not useful for mesh exchange), and even here I have some doubts if this is useful (see the comments on the first two pages on this). It's simply too much engine dependent to have the best file format for fast loading in realtime rendering.