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The documentation in the manual for that is a bit outdated, but you can 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.


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