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Posted: Fri Apr 09, 2010 5:47 pm
by ent1ty
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.

Posted: Fri Apr 09, 2010 6:00 pm
by Insomniacp
I believe Blindside is planning on putting XEffects into the engine so that should improve shadows and lighting

Posted: Fri Apr 09, 2010 6:17 pm
by ent1ty
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.

Posted: Sat Apr 10, 2010 4:13 am
by Insomniacp
yeah his looked good as well sadly i know next to nothing about shaders and won't until I need to start adding them :P. That being said I can't argue what looks good and doesn't but the screen shots were nice :wink:

Posted: Sat Apr 10, 2010 6:41 am
by ent1ty
Deferred lighting is used commonly in today's professional games, so the technique is probably a good one. The other question is optimization though.

Posted: Thu Apr 15, 2010 2:59 am
by etal2009
I would like to see included per pixel shaders or post processing.

Posted: Thu Apr 15, 2010 3:20 am
by Lonesome Ducky
etal2009 wrote:I would like to see included per pixel shaders or post processing.
Irrlicht does have included normal mapping and parralax mapping shaders. It's quite trivial to implement your own if those aren't enough for you.

Posted: Thu Apr 15, 2010 1:16 pm
by sudi
ent1ty 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.
Shadows for pointlights are comming :D
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.

Posted: Thu Apr 15, 2010 5:32 pm
by Mel
I guess it is not for the 1.8 because it would be pretty large, but i think it would be great that among the utilities of irrlicht, there was included a lightmapper.

Posted: Thu Apr 15, 2010 11:37 pm
by Virion
Mel wrote:...there was included a lightmapper.
i wish irrlicht would bake lightmap by itself.

Posted: Fri Apr 16, 2010 9:25 am
by hybrid
A render engine is usually not supposed to do the content creation stuff as well. So let's better concentrate on the render side first. irrEdit does something like that, ask there for additional features towards content creation.

Posted: Fri Apr 23, 2010 12:37 pm
by oginnam
... Syndey need cosmetic surgery :lol: :lol:

Posted: Fri Apr 23, 2010 4:42 pm
by thespecial1
will GL_EXT_texture3D support be added in any future versions??

Posted: Fri Apr 23, 2010 9:36 pm
by hybrid
Yes, of course.

Posted: Mon May 03, 2010 3:02 pm
by gingerheadman
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.