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*<del>Draw transparent objects with forward rendering (may need to capture the transparent bin from the geometry stage and move it in the display stage)</del> (OK - needs model contribution) | *<del>Draw transparent objects with forward rendering (may need to capture the transparent bin from the geometry stage and move it in the display stage)</del> (OK - needs model contribution) | ||
*<del>Add spotlights as animations (nearly finished)</del> | *<del>Add spotlights as animations (nearly finished)</del> | ||
*find a solution for ambient and emissive color of material (may need an additional buffer) | *<del>find a solution for ambient and emissive color of material (may need an additional buffer)</del> | ||
*Use effect system instead of hard-coded shaders | *implement strength of glow (in the emissive buffer alpha channel) | ||
**provide levels 0 to 5 - we are currently at level 5 | |||
**level 0 should be ok for MFDs that are currenly unreadable because blurred | |||
*Provide a shader for transparent objects that could render to the emissive buffer too (using MRT) | |||
*Use stencil buffer to limit light range | |||
**needed for cockpit light to implement fake shadows and avoid lighting the runway from the cabin through the airframe | |||
*Use effect system instead of hard-coded shaders (mostly done) | |||
*Convert existing shaders to deferred rendering | *Convert existing shaders to deferred rendering | ||
**Modify shadows to allow multiple casters (limited list) | **Modify shadows to allow multiple casters (limited list) | ||
**Implement a priority list of light sources, based on priority and distance from the viewer | **Implement a priority list of light sources, based on priority and distance from the viewer | ||
**Add new animation to link a light source to a model | **<del>Add new animation to link a light source to a model</del> (need to provide point light animation duplicating spot light) | ||
*Tidy up the architecture | *Tidy up the architecture | ||
*Restore depth partitioning using depth ranges | *Restore depth partitioning using depth ranges |
edits