Project Rembrandt: Difference between revisions

Restructure TODO List
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== Initial TODO List ==
== TODO List ==
*<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>Honor 'noshadow' animation</del> (done)
*<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)
*Fix shadow matrices in multi-screen
*<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>Add spotlights as animations (nearly finished)</del>
*<del>find a solution for ambient and emissive color of material (may need an additional buffer)</del>
*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
*<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>needed for cockpit light to implement fake shadows and avoid lighting the runway from the cabin through the airframe</del>
*<del>Use effect system instead of hard-coded shaders</del>
*Convert existing shaders to deferred rendering
*Modify shadows to allow multiple casters (limited list)
**Implement a priority list of light sources, based on priority and distance from the viewer
**<del>Add new animation to link a light source to a model</del> <del>(need to provide point light animation duplicating spot light)</del> (done)
*<del>Tidy up the architecture</del> (done)
*Restore depth partitioning using depth ranges
*Restore stereo and other options currently available in CameraGroup
*Implement quality vs performance user control


=== Completed tasks ===
=== Completed tasks ===
*<del>Fix dim-factor in multiplayer mode</del> (done)
*Fix shadow rendering when using multi threading in OSG
*<del>Design and implement a configurable pipeline</del> (done)
*Implement Cascaded Shadow Map (need to be optimized - frustum calculation and night)
*<del>Document rendering pipeline configuration file format</del> (done)
*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 ==
269

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