Custom Query (5409 matches)
Results (61 - 63 of 5409)
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Ticket
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Resolution
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Summary
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Owner
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Reporter
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| #71 |
worksforme
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Graphics - Light & Shadow
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Stuart Walpole
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| Description |
- Simplify lighting for performance in the fixed function case (we really only have one light)
- <strike>Proper shadow maps with self-shadowing</strike>
- Improved lighting (dynamic environment, vertex shader)
- "Calefaction seemed to think we'd need to pretty much rewrite it?"
- "i think it's because we are doing it in CPU, and he wanted that to be done on GPU"
- "I don't know why; it might be nice to do calculations on the GPU where possible, but the current system seems good enough for the basic non-hardware version"
- "If the vertex shader (GPU) version can be a direct port of the current system, then it should be fine; though I suppose that might not be feasible, in which case it'd need to be rejigged a bit." (But there's only a few dozen lines of code that do the lighting, as far as I'm aware)"
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| #73 |
fixed
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Terrain Decals
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Stuart Walpole
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| Description |
- Paint a small texture on the terrain such as footprints, tree roots, blood splats, burn marks, etc… This would conform to the terrain perfectly and appear to be part of the terrain. (Splats/doodads/goobers/decals.)
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| #74 |
fixed
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Graphics - Particle Engine
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Stuart Walpole
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| Description |
Basic particle engine is in the game, provided by Will Dull, with a constant emitter.
Needs to be picked up to allow creation of XML-based particle effects, using editor to tweak properties, and have them broadcast from locations in the game (either placed as particle objects, or attached to actors in prop sockets).
- Often particles can appear conditionally (eg smoke and flame trails on a building when it is damaged) or when a unit is splashing through water.
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