General Category > Ongoing Anim8or Development
Improved GLSL Lighting
cooldude234:
--- Quote from: Steve on September 10, 2014, 06:45:50 pm ---Thanks, but I doubt that's true
--- End quote ---
I'm pretty sure it is lol, I haven't done much to work on the graphics portion of my engine. I've been spending a lot of time with under the hood type of stuff (pun intended :D)
But totally looking forward to opengl shadows, would make positioning lights soooo much better.
thecolclough:
--- Quote from: Steve on September 11, 2014, 05:13:50 pm ---...the other renderers. However I have things planned to speed those up as well.
--- End quote ---
that sounds like good news to me 8)
cooldude234:
So originally I was going to complain, but then I realized I was on the wrong build :P
With all these updates coming out so fast it's getting hard to keep track of my files ::)
But I do have a question now that I have tried the proper build :P Mainly I want to know if you are planning on making the opengl renderer look as close to the final renderers as much as possible; knowing that both scanline and artray have different looking lighting I just want to know if you could preview in opengl to look as close to one or the other (kinda like a fine tuning preset to tweak the general properties of the opengl lights to match the finalrenders closely).
Steve:
I will be improving the GLSL code to make it match the scanline and ray traced outputs. Of course the ray traced output will always do better refractions, reflections, etc.
Steve:
Build 1112's GLSL spotlights no longer show a hard edge for softer settings:
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