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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