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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 | *<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) |
edits