
finally implemented deferred shading, as for now, i only see benefits of using it, of course it has it drawbacks, like not handling transparancy, but well having 500 lights realtime, unoptimized, with all the eye candy is worth it.
point clouds, 3d visualization, opengl, c++, metal, open source





some progress on the "level editor"
tonight i ported old code of the java-editor to c++. Right now it is possible to create primitives, with at most 200 faces... more than that it and crashes back to the OS. Hopefully i can integrate the glsl part of the engine into the editor so we can get a wysiwg type of editor. But that means also dealing with POV, collision detection etc. etc.:)