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=== Long term ideas (unsorted) === | === Long term ideas (unsorted) === | ||
*Use a separate list of light volumes to avoid traversing the scenegraph again (with transparency problems). Find out how we can detect unloading of models. | |||
*implement volumetric effects by extending lights to arbitrary shaders. Should enable to implement heat haze effect and real wake waves. | *implement volumetric effects by extending lights to arbitrary shaders. Should enable to implement heat haze effect and real wake waves. | ||
*implement strength of glow (in the emissive buffer alpha channel) - use a Poisson-disk distribution to implement variable size blur | *implement strength of glow (in the emissive buffer alpha channel) - use a Poisson-disk distribution to implement variable size blur |
edits