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== | == TODO List == | ||
=== Completed tasks === | === Completed tasks === | ||
* | *Fix shadow rendering when using multi threading in OSG | ||
* | *Implement Cascaded Shadow Map (need to be optimized - frustum calculation and night) | ||
* | *Honor 'noshadow' animation (done) | ||
*See what happens with glow in fog : unknown landclass creates white patches in the emission buffer - scenery generation problem | |||
*Test multi-screen (mostly done) | |||
*Restore splashscreen | |||
*Draw transparent objects with forward rendering (may need to capture the transparent bin from the geometry stage and move it in the display stage) (OK - needs model contribution) | |||
*Add spotlights as animations (nearly finished) | |||
*find a solution for ambient and emissive color of material (may need an additional buffer) | |||
*Provide a shader for transparent objects that could render to the emissive buffer too (using MRT) not doable. Light pass can't use MRT | |||
*Use stencil buffer to limit light range(no - done in light shader) | |||
**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 | |||
*Add new animation to link a light source to a model (need to provide point light animation duplicating spot light) (done) | |||
*Tidy up the architecture (done) | |||
*Fix dim-factor in multiplayer mode (done) | |||
*Design and implement a configurable pipeline (done) | |||
*Document rendering pipeline configuration file format (done) | |||
=== Near term tasks === | === Near term tasks === | ||
*Convert existing shaders to deferred rendering | |||
*Avoid to redraw opaque objects in the light pass. Involve OSG node mask not properly initialized. | *Avoid to redraw opaque objects in the light pass. Involve OSG node mask not properly initialized. | ||
*take care of particles and precipitation | *take care of particles and precipitation | ||
*Fix fog on clouds | *Fix fog on clouds | ||
*Fix shadow matrices in multi-screen | |||
*Implement lightfield shader | *Implement lightfield shader | ||
=== Long term ideas (unsorted) === | === Long term ideas (unsorted) === | ||
*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 | |||
*Modify shadows to allow multiple casters (limited list) | |||
**Implement a priority list of light sources, based on priority and distance from the viewer | |||
*Restore depth partitioning using depth ranges | |||
*Restore stereo and other options currently available in CameraGroup | |||
*Implement quality vs performance user control | |||
== Gallery == | == Gallery == |
edits