zaterdag 10 mei 2008

some thoughts..


i did some research..mostly reading white papers about deferred shading, mostly about setting up the g-buffer..but most of the papers stated that it is difficult..to do transparancy. But i don't see the big deal, i first render all deferred geometry, than do the lighting pass, (yes lightning is limited). Then switch to forward shading, and can all do of nice stuff. Right now i've set the limit to the 8 hardware openGL lights. Which i think is enough, for surfaces that really need to be highlighted, we can get some really nice effects.

Next big thing is integrating physics, i've set up the basic framework already, every material can have its special properties, mass, material, specific gravity. I'm going to integrate bullet physics
(http://www.bulletphysics.com/Bullet/wordpress/) they did a great job..i'm impressed especially by their softbody physics.

Paul

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