Re: Google Summer of Code: For potential students
Christian Van Brussel <[email protected]> Sun, 16 Mar 2014 17:39:49 +0100
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
Hi Csaba, there are already a set of functionalities in CS to manage most of that rendering stuff, that is the render managers (RMs). The documentation in the manual for that is a bit outdated, but you can have a look eg at the deferred RM at http://www.crystalspace3d.org/docs/online/manual/Deferred-Shading.html. There is also the part on the render priorities that is relevant here in order to define the objects that are transparent: http://www.crystalspace3d.org/docs/online/manual/HOWTO-Render-Priorities.html. You can also have a look at the code of the RMs in CS/plugins/rendermanager, the 'unshadowed' RM being the simplest one, hence an interesting starting example. So here you would concentrate mainly on the implementation of a new RM + its set of shaders, that is, mostly the part relevant to the management of the transparent objects. Those transparent objects would be defined using a dedicated render priority. And the first 'deferred' step of your algorithm would be implemented using the regular CS tools in libs/csplugincommon/rendermanager. It would also be possible to change the topic of the project and work more on adding the ability in CS to mix several render managers, but here we would first need some feedback of other CS developers to gather some opinion on the relevance of such idea. ------------------------------------------------------------------------------ Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. Written by three acclaimed leaders in the field, this first edition is now available. Download your free book today! http://p.sf.net/sfu/13534_NeoTech