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
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