Re: [CsMain] [GSoC]
Mike Gist <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.general |
|---|---|
| Message-ID | <[email protected]> |
On 18 March 2010 19:15, Alex Florea <[email protected]>wrote: > First of all, I would like to congratulate the Crystal Space team for being > accepted again in the GSoC program. > Second of all, I was wandering, since the Project Ideas list is not very > specific, which of these (if any) features would be more appreciated by the > community, so that I could start working on my proposal: > > - Rendering real-time shadows using shadow mapping, which, as far as I > know, is the preferred way of rendering shadows in the gaming industry. From > what I could tell, currently, shadows either static or stencil, or using > shadow volume. This can be further developed to implement soft shadows and > variance shadow mapping > - Advanced water/ocean shaders, with realistic 3D waves, possible set > of shaders for underwater rendering and maybe integration with the physics > module. > > Hi, We currently support shadow mapping, however plenty of work can be done on it to improve it. Frank would know more about that though. As for water/ocean shaders, we currently have a good water shader for rivers and such, so that's not a big priority. Our support for oceans exists (see watertest2), however there's very incomplete LOD there and the pixel/fragment shader could use a fair bit of work too, so that could make a good project. -- -Mike ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe