Project Rembrandt: Difference between revisions

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== Initial TODO List ==
== Initial TODO List ==
*Fix shadow rendering when using multi threading in OSG
*<del>Fix shadow rendering when using multi threading in OSG</del>
*<del>Implement Cascaded Shadow Map (need to be optimized - frustum calculation and night</del>)
*<del>Implement Cascaded Shadow Map (need to be optimized - frustum calculation and night</del>)
*Honor <noshadow> animation directive
*Honor <noshadow> animation directive
*See what happens with glow in fog
*<del>See what happens with glow in fog</del> : unknown landclass creates white patches in the emission buffer - scenery generation problem
*<del>Test multi-screen</del> (mostly done)
*<del>Test multi-screen</del> (mostly done)
*Fix shadow matrices in multi-screen
*Fix shadow matrices in multi-screen
*Restore splashscreen
*<del>Restore splashscreen</del>
*<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>
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**provide levels 0 to 5 - we are currently at level 5
**provide levels 0 to 5 - we are currently at level 5
**level 0 should be ok for MFDs that are currenly unreadable because blurred
**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)
*<del>Provide a shader for transparent objects that could render to the emissive buffer too (using MRT)</del> not doable. Light pass can't use MRT
*<del>Use stencil buffer to limit light range</del>(no - done in light shader)
*<del>Use stencil buffer to limit light range</del>(no - done in light shader)
**needed for cockpit light to implement fake shadows and avoid lighting the runway from the cabin through the airframe
**<del>needed for cockpit light to implement fake shadows and avoid lighting the runway from the cabin through the airframe</del>
*Use effect system instead of hard-coded shaders (mostly done)
*<del>Use effect system instead of hard-coded shaders</del>
*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)
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