Feature requests for Irrlicht 0.7
Feature requests for Irrlicht 0.7
Hi
I would like to request a few things for 0.7.
1. Access to the shaders pipline.
2. Access to other parts of the rendering pipeline not yet implemented in irrlicht so you can do your own stuff if necessary (and ofcourse mess up badly).
3. Speed optimizations in the rendering engine (or wherever optimizations can be done
4.
I would like to request a few things for 0.7.
1. Access to the shaders pipline.
2. Access to other parts of the rendering pipeline not yet implemented in irrlicht so you can do your own stuff if necessary (and ofcourse mess up badly).
3. Speed optimizations in the rendering engine (or wherever optimizations can be done
4.
I'd say the only thing I see as essential to make the engine better in all departments is image quality. I don't think I'm alone in noticing that images displayed can be somewhat blurred, although I'm not sure whether this is limited to 2D images or mesh textures as well. If the latter is true then it would be a big increase in quality and surely be far more benificial than additional features.
As for speed, personally I haven't had any loading issues, it looks far faster than some projects I have seen with Ogre.
As for speed, personally I haven't had any loading issues, it looks far faster than some projects I have seen with Ogre.
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Last edited by disanti on Tue Feb 22, 2011 8:04 am, edited 1 time in total.
Integrating Cg would be very usefull, in that case , all the eyecandy stuff could be do.
I think remodulate the material way would be very usefull to, allow mesh to have more than 1 uvset and more than two texture blend...
I think remodulate the material way would be very usefull to, allow mesh to have more than 1 uvset and more than two texture blend...
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Sans danger, pas de gloire...
http;//bappy.free.fr
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Sans danger, pas de gloire...
http;//bappy.free.fr
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The things I would love to see in 0.7 are:
+ Support for loading .x files with more than 1 texture
+ Skeletal joint control for .x models
+ a void * in SceneNode (I know I could add this myself but im lazy :p)
+ Improvement to the ellipse collision so you can set the maximum step size ellipses can climb (for big steps! at the moment it is proportional to the ellipse size which is causing me trouble)
And most of all:
+ Build in support for reading BSP entitys - preferably with a complete point entity set & SUPPORT FOR READING BRUSH ENTIYS
+ Support for loading .x files with more than 1 texture
+ Skeletal joint control for .x models
+ a void * in SceneNode (I know I could add this myself but im lazy :p)
+ Improvement to the ellipse collision so you can set the maximum step size ellipses can climb (for big steps! at the moment it is proportional to the ellipse size which is causing me trouble)
And most of all:
+ Build in support for reading BSP entitys - preferably with a complete point entity set & SUPPORT FOR READING BRUSH ENTIYS
.: http://www.mercior.com :.
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I'd like to see something like a SpecialFX Scenenode, kind of like
blah->addAnimator(...);
but:
blah->addSpecialFX(myshadernode);
or something like that so you can attach specific special effects to objects to achieve things like individual motion blur and shader effects, while having child objects selectivly inherit these effects.
blah->addAnimator(...);
but:
blah->addSpecialFX(myshadernode);
or something like that so you can attach specific special effects to objects to achieve things like individual motion blur and shader effects, while having child objects selectivly inherit these effects.
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